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	<id>https://euotopia.com/manual/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=LaughingCoyote</id>
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	<updated>2026-10-23T12:33:50Z</updated>
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	<entry>
		<id>https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5721</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5721"/>
		<updated>2025-09-03T00:04:52Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Regular artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Artifacts are items with a distinct name instead of just a description. Unlike normal items with only one enchantment (eg + 5 AS, +3 NV, +15 vigour etc), artifacts are weapons, armor and jewellery that have two or three enchantments. They can also have attributes that are not available otherwise, like +blindness or +asphyxiation. This makes them highly sought after. Artifacts can be divided into two categories:&lt;br /&gt;
*&amp;quot;mini-artifacts&amp;quot; that can be bought from npc merchants or crafted by GM crafters, &lt;br /&gt;
*&amp;quot;true&amp;quot; or regular artifacts that are only very rarely found from treasure chests and boss drops and cannot be crafted. &lt;br /&gt;
&lt;br /&gt;
Both types of artifacts show up in yellow font or text in your inventory, but only &amp;quot;true artifacts&amp;quot; have a blue glowing outline that is visible when placed on the ground or when equipped as a weapon. &lt;br /&gt;
&lt;br /&gt;
===Mini-artifacts===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Craftable mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These can be made by the GM crafter of various skills such as [[Armourer]], [[Tailoring]], and [[Bonecrafting]]. For example, the Grandmaster Armourer can make &amp;#039;&amp;#039;Snakefang Grips&amp;#039;&amp;#039;, the Grandmaster Tailor can make &amp;#039;&amp;#039;Infernal Handwraps&amp;#039;&amp;#039;, and the Grandmaster Bonecrafter can make &amp;#039;&amp;#039;Sash of the Dead&amp;#039;&amp;#039;. Some craftable mini-artifacts are required as ingredients for [[Mythic_Item_Crafting|Mythic Item Crafting]], such as the &amp;#039;&amp;#039;Enigmatic Bauble&amp;#039;&amp;#039; made by GM Tinkers. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Crafting Skill&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Philosopher&amp;#039;s Stone || Alchemy || Gold rune, +8 vigour, +health&lt;br /&gt;
|-&lt;br /&gt;
| Rod of Power || Enchanting || Gold rod, +3 Def, +health&lt;br /&gt;
|-&lt;br /&gt;
| Infernal Handwraps || Tailoring || Plain gloves, +5 AS, +2 MR, +VF&lt;br /&gt;
|-&lt;br /&gt;
| Enigmatic Bauble || Tinkering || Copper orb, +4 NV, +health&lt;br /&gt;
|-&lt;br /&gt;
| Snakefang Grips || Armourer || Venomous chain gloves, +10 Str, +10 Dex, +3 Def&lt;br /&gt;
|-&lt;br /&gt;
| Rubied Skull || Bonecrafting || Bone skull, +5 vigour, +1 MR&lt;br /&gt;
|-&lt;br /&gt;
| Sash of the Dead || Bonecrafting || Bone belt, +10 Int, +8 vigour, +2 MR&lt;br /&gt;
|-&lt;br /&gt;
| Skull of Gold and Glue || Bonecrafting || Gold skull, +3 MR, +health&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Silver, Glass and Crystal coin shop mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These mini-artifacts are designed for new characters with low level requirements. Silver coin mini-artifacts have 0 level requirement. Glass mini-artifacts have a level requirement of 25. Glass coin mini-artifacts can then by upgraded by spending crystal coins, which also increases their level requirement to 50 and then to level 75. Glass and crystal coins can be gotten from completing quests from guards or from the daily [[Scavenger_Hunt|Scavenger Hunt]] games.&lt;br /&gt;
&lt;br /&gt;
For example: The Wizard set comes in cap, robes, gloves, slacks and slippers with the prefix Apprentice, Adept and Savant for each tier. Each tier adds an incremental increase in the stats each equipment piece provides.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!| Wizard set&lt;br /&gt;
!| Tier 1&lt;br /&gt;
!| Tier 2&lt;br /&gt;
!| Tier 3&lt;br /&gt;
|-&lt;br /&gt;
!| Name&lt;br /&gt;
| Apprentice Robes&lt;br /&gt;
| Adept Robes&lt;br /&gt;
| Savant Robes&lt;br /&gt;
|-&lt;br /&gt;
!| Level Required&lt;br /&gt;
| Level 25&lt;br /&gt;
| Level 50&lt;br /&gt;
| Level 75&lt;br /&gt;
|-&lt;br /&gt;
!| Attributes&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +3 Def&lt;br /&gt;
* +2 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +3 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +5 MR&lt;br /&gt;
|-&lt;br /&gt;
!| Cost to purchase/upgrade&lt;br /&gt;
| &lt;br /&gt;
*3 glass coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
*1 hellspawn ear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Regular artifacts===&lt;br /&gt;
These are truly rare items that cannot be crafted or bought from special coin shop, instead they are only found rarely as loot from treasure chests or boss drops. Blessed, crystal, blood or radioactive treasure maps also have a very high to guaranteed rate of acquiring artifacts. &lt;br /&gt;
&lt;br /&gt;
Deconstructing a regular artifact produces &amp;#039;&amp;#039;mythical material&amp;#039;&amp;#039; used in [[Enchanting]] and [[Mythic_Item_Crafting|Mythic Item Crafting]].&lt;br /&gt;
&lt;br /&gt;
Some regular artifact armour items come in sets, which give additional buffs when the complete set is equipped. These are the only ones so far:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Estorrath&amp;#039;s&amp;#039;&amp;#039; unarmoured wizard set: +10% magic damage&lt;br /&gt;
*&amp;#039;&amp;#039;Ironfist&amp;#039;&amp;#039; unarmoured gi set: +10% AS&lt;br /&gt;
*&amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; light armour set: +100 dodge&lt;br /&gt;
*&amp;#039;&amp;#039;Frenzy&amp;#039;&amp;#039; medium armour set: +10% damage&lt;br /&gt;
*&amp;#039;&amp;#039;Shardcrystal&amp;#039;&amp;#039; heavy armour set: +10% damage reduction&lt;br /&gt;
&lt;br /&gt;
Regular artifacts are not unique, for (almost) each equipment and weapon type there is an artifact associated with it that can drop with the same name and attributes. For example, &amp;#039;&amp;#039;Magebane&amp;#039;&amp;#039; is always a +7 AS scimitar with +IJO, &amp;#039;&amp;#039;Grim Reaper&amp;#039;&amp;#039; is always a +7 AS scythe with +KXC (summon daemon), &amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; artifacts are always light armour with the same attributes, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Randomly generated artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Random generated artifacts are based of regular artifacts as a template, but with a unique randomly generated name and an additional random attribute. For example, a &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; is a large shield artifact with +4 def and +5 MR. A random generated artifact based of &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; would be a large shield with +4 def, +5 MR and a third attribute like +15 str, or +2 def (making it +6 def, +5 MR), or +health, or even rarer attribute like +sun protection. &lt;br /&gt;
&lt;br /&gt;
Random generated artifacts can be deconstructed to produce mythic material just like regular artifacts, but have a lighter blue glow compared to regular artifacts. They are 2-3x rarer than regular artifacts.&lt;br /&gt;
&lt;br /&gt;
The level requirement for regular and random generated artifacts ranges from level 70 to level 125.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Enchantments&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Some artifacts have special enchantments on them, indicated by a + or &amp;gt; sign in their item details. +&amp;#039;s are buffs, &amp;gt; are on proc effects inflicted on the defending monster or player.&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;Enchantment&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ infravision&amp;#039;&amp;#039;&amp;#039; || Shows positions of monsters and players that are blocked by line of sight&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ trap detection&amp;#039;&amp;#039;&amp;#039; || Displays trapped or cursed items or tiles. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ true sight&amp;#039;&amp;#039;&amp;#039; || Makes stealthed and invisible monsters and players visible&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ protection&amp;#039;&amp;#039;&amp;#039; || Gives protection against poisoning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ sun protection&amp;#039;&amp;#039;&amp;#039;  || Gives vampires protection against sun damage while standing still&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ speed&amp;#039;&amp;#039;&amp;#039;  || Increases walking speed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ health&amp;#039;&amp;#039;&amp;#039; || Increases health by 10%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ mana&amp;#039;&amp;#039;&amp;#039; || Increases mana by 10% &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ power&amp;#039;&amp;#039;&amp;#039; || Increases AS and base damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ leeching&amp;#039;&amp;#039;&amp;#039; || Increases AS and gains small % of mana from each attack &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;Proc Enchantment&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;&amp;gt; asphyxiation&amp;#039;&amp;#039;&amp;#039; || Chokes target, causing damage over time and preventing spell casts. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;&amp;gt; wounding&amp;#039;&amp;#039;&amp;#039; || Causes damage over time, prevents heals. Similar to barbed tint effect.  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;&amp;gt; hamstringing&amp;#039;&amp;#039;&amp;#039; || Stop target from moving temporarily. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;&amp;gt; blind&amp;#039;&amp;#039;&amp;#039; || Makes target blind, prevents monsters from attacking as a result. Players can still melee. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5720</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5720"/>
		<updated>2025-08-30T13:15:18Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Regular artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Artifacts are items with a distinct name instead of just a description. Unlike normal items with only one enchantment (eg + 5 AS, +3 NV, +15 vigour etc), artifacts are weapons, armor and jewellery that have two or three enchantments. They can also have attributes that are not available otherwise, like +blindness or +asphyxiation. This makes them highly sought after. Artifacts can be divided into two categories:&lt;br /&gt;
*&amp;quot;mini-artifacts&amp;quot; that can be bought from npc merchants or crafted by GM crafters, &lt;br /&gt;
*&amp;quot;true&amp;quot; or regular artifacts that are only very rarely found from treasure chests and boss drops and cannot be crafted. &lt;br /&gt;
&lt;br /&gt;
Both types of artifacts show up in yellow font or text in your inventory, but only &amp;quot;true artifacts&amp;quot; have a blue glowing outline that is visible when placed on the ground or when equipped as a weapon. &lt;br /&gt;
&lt;br /&gt;
===Mini-artifacts===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Craftable mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These can be made by the GM crafter of various skills such as [[Armourer]], [[Tailoring]], and [[Bonecrafting]]. For example, the Grandmaster Armourer can make &amp;#039;&amp;#039;Snakefang Grips&amp;#039;&amp;#039;, the Grandmaster Tailor can make &amp;#039;&amp;#039;Infernal Handwraps&amp;#039;&amp;#039;, and the Grandmaster Bonecrafter can make &amp;#039;&amp;#039;Sash of the Dead&amp;#039;&amp;#039;. Some craftable mini-artifacts are required as ingredients for [[Mythic_Item_Crafting|Mythic Item Crafting]], such as the &amp;#039;&amp;#039;Enigmatic Bauble&amp;#039;&amp;#039; made by GM Tinkers. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Crafting Skill&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Philosopher&amp;#039;s Stone || Alchemy || Gold rune, +8 vigour, +health&lt;br /&gt;
|-&lt;br /&gt;
| Rod of Power || Enchanting || Gold rod, +3 Def, +health&lt;br /&gt;
|-&lt;br /&gt;
| Infernal Handwraps || Tailoring || Plain gloves, +5 AS, +2 MR, +VF&lt;br /&gt;
|-&lt;br /&gt;
| Enigmatic Bauble || Tinkering || Copper orb, +4 NV, +health&lt;br /&gt;
|-&lt;br /&gt;
| Snakefang Grips || Armourer || Venomous chain gloves, +10 Str, +10 Dex, +3 Def&lt;br /&gt;
|-&lt;br /&gt;
| Rubied Skull || Bonecrafting || Bone skull, +5 vigour, +1 MR&lt;br /&gt;
|-&lt;br /&gt;
| Sash of the Dead || Bonecrafting || Bone belt, +10 Int, +8 vigour, +2 MR&lt;br /&gt;
|-&lt;br /&gt;
| Skull of Gold and Glue || Bonecrafting || Gold skull, +3 MR, +health&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Silver, Glass and Crystal coin shop mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These mini-artifacts are designed for new characters with low level requirements. Silver coin mini-artifacts have 0 level requirement. Glass mini-artifacts have a level requirement of 25. Glass coin mini-artifacts can then by upgraded by spending crystal coins, which also increases their level requirement to 50 and then to level 75. Glass and crystal coins can be gotten from completing quests from guards or from the daily [[Scavenger_Hunt|Scavenger Hunt]] games.&lt;br /&gt;
&lt;br /&gt;
For example: The Wizard set comes in cap, robes, gloves, slacks and slippers with the prefix Apprentice, Adept and Savant for each tier. Each tier adds an incremental increase in the stats each equipment piece provides.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!| Wizard set&lt;br /&gt;
!| Tier 1&lt;br /&gt;
!| Tier 2&lt;br /&gt;
!| Tier 3&lt;br /&gt;
|-&lt;br /&gt;
!| Name&lt;br /&gt;
| Apprentice Robes&lt;br /&gt;
| Adept Robes&lt;br /&gt;
| Savant Robes&lt;br /&gt;
|-&lt;br /&gt;
!| Level Required&lt;br /&gt;
| Level 25&lt;br /&gt;
| Level 50&lt;br /&gt;
| Level 75&lt;br /&gt;
|-&lt;br /&gt;
!| Attributes&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +3 Def&lt;br /&gt;
* +2 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +3 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +5 MR&lt;br /&gt;
|-&lt;br /&gt;
!| Cost to purchase/upgrade&lt;br /&gt;
| &lt;br /&gt;
*3 glass coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
*1 hellspawn ear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Regular artifacts===&lt;br /&gt;
These are truly rare items that cannot be crafted or bought from special coin shop, instead they are only found rarely as loot from treasure chests or boss drops. Blessed, crystal, blood or radioactive treasure maps also have a very high to guaranteed rate of acquiring artifacts. &lt;br /&gt;
&lt;br /&gt;
Deconstructing a regular artifact produces &amp;#039;&amp;#039;mythical material&amp;#039;&amp;#039; used in [[Enchanting]] and [[Mythic_Item_Crafting|Mythic Item Crafting]].&lt;br /&gt;
&lt;br /&gt;
Some regular artifact armour items come in sets, which give additional buffs when the complete set is equipped. These are the only ones so far:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Estorrath&amp;#039;s&amp;#039;&amp;#039; unarmoured wizard set: +10% magic damage&lt;br /&gt;
*&amp;#039;&amp;#039;Ironfist&amp;#039;&amp;#039; unarmoured gi set: +10% AS&lt;br /&gt;
*&amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; light armour set: +100 dodge&lt;br /&gt;
*&amp;#039;&amp;#039;Frenzy&amp;#039;&amp;#039; medium armour set: +10% damage&lt;br /&gt;
*&amp;#039;&amp;#039;Shardcrystal&amp;#039;&amp;#039; heavy armour set: +10% damage reduction&lt;br /&gt;
&lt;br /&gt;
Regular artifacts are not unique, for (almost) each equipment and weapon type there is an artifact associated with it that can drop with the same name and attributes. For example, &amp;#039;&amp;#039;Magebane&amp;#039;&amp;#039; is always a +7 AS scimitar with +IJO, &amp;#039;&amp;#039;Grim Reaper&amp;#039;&amp;#039; is always a +7 AS scythe with +KXC (summon daemon), &amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; artifacts are always light armour with the same attributes, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Randomly generated artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Random generated artifacts are based of regular artifacts as a template, but with a unique randomly generated name and an additional random attribute. For example, a &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; is a large shield artifact with +4 def and +5 MR. A random generated artifact based of &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; would be a large shield with +4 def, +5 MR and a third attribute like +15 str, or +2 def (making it +6 def, +5 MR), or +health, or even rarer attribute like +sun protection. &lt;br /&gt;
&lt;br /&gt;
Random generated artifacts can be deconstructed to produce mythic material just like regular artifacts, but have a lighter blue glow compared to regular artifacts. They are 2-3x rarer than regular artifacts.&lt;br /&gt;
&lt;br /&gt;
The level requirement for regular and random generated artifacts ranges from level 70 to level 125.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Enchantments&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Some artifacts have special enchantments on them, indicated by a + or &amp;gt; sign in their item details. +&amp;#039;s are buffs, &amp;gt; are on proc effects inflicted on the defending monster or player.&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;Enchantment&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ infravision&amp;#039;&amp;#039;&amp;#039; || Shows positions of monsters and players that are blocked by line of sight&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ trap detection&amp;#039;&amp;#039;&amp;#039; || Displays trapped or cursed items or tiles. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ true sight&amp;#039;&amp;#039;&amp;#039; || Makes stealthed and invisible monsters and players visible&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ protection&amp;#039;&amp;#039;&amp;#039; || Gives protection against poisoning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ sun protection&amp;#039;&amp;#039;&amp;#039;  || Gives vampires protection against sun damage while standing still&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ speed&amp;#039;&amp;#039;&amp;#039;  || Increases walking speed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ health&amp;#039;&amp;#039;&amp;#039; || Increases health by 10%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ mana&amp;#039;&amp;#039;&amp;#039; || Increases mana by 10% &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;Proc Enchantment&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;&amp;gt; asphyxiation&amp;#039;&amp;#039;&amp;#039; || Chokes target, causing damage over time and preventing spell casts. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;&amp;gt; wounding&amp;#039;&amp;#039;&amp;#039; || Causes damage over time, prevents heals. Similar to barbed tint effect.  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;&amp;gt; hamstringing&amp;#039;&amp;#039;&amp;#039; || Stop target from moving temporarily. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;&amp;gt; blind&amp;#039;&amp;#039;&amp;#039; || Makes target blind, prevents monsters from attacking as a result. Players can still melee. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5719</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5719"/>
		<updated>2025-08-30T13:14:54Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Regular artifacts */  Added proc enchants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Artifacts are items with a distinct name instead of just a description. Unlike normal items with only one enchantment (eg + 5 AS, +3 NV, +15 vigour etc), artifacts are weapons, armor and jewellery that have two or three enchantments. They can also have attributes that are not available otherwise, like +blindness or +asphyxiation. This makes them highly sought after. Artifacts can be divided into two categories:&lt;br /&gt;
*&amp;quot;mini-artifacts&amp;quot; that can be bought from npc merchants or crafted by GM crafters, &lt;br /&gt;
*&amp;quot;true&amp;quot; or regular artifacts that are only very rarely found from treasure chests and boss drops and cannot be crafted. &lt;br /&gt;
&lt;br /&gt;
Both types of artifacts show up in yellow font or text in your inventory, but only &amp;quot;true artifacts&amp;quot; have a blue glowing outline that is visible when placed on the ground or when equipped as a weapon. &lt;br /&gt;
&lt;br /&gt;
===Mini-artifacts===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Craftable mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These can be made by the GM crafter of various skills such as [[Armourer]], [[Tailoring]], and [[Bonecrafting]]. For example, the Grandmaster Armourer can make &amp;#039;&amp;#039;Snakefang Grips&amp;#039;&amp;#039;, the Grandmaster Tailor can make &amp;#039;&amp;#039;Infernal Handwraps&amp;#039;&amp;#039;, and the Grandmaster Bonecrafter can make &amp;#039;&amp;#039;Sash of the Dead&amp;#039;&amp;#039;. Some craftable mini-artifacts are required as ingredients for [[Mythic_Item_Crafting|Mythic Item Crafting]], such as the &amp;#039;&amp;#039;Enigmatic Bauble&amp;#039;&amp;#039; made by GM Tinkers. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Crafting Skill&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Philosopher&amp;#039;s Stone || Alchemy || Gold rune, +8 vigour, +health&lt;br /&gt;
|-&lt;br /&gt;
| Rod of Power || Enchanting || Gold rod, +3 Def, +health&lt;br /&gt;
|-&lt;br /&gt;
| Infernal Handwraps || Tailoring || Plain gloves, +5 AS, +2 MR, +VF&lt;br /&gt;
|-&lt;br /&gt;
| Enigmatic Bauble || Tinkering || Copper orb, +4 NV, +health&lt;br /&gt;
|-&lt;br /&gt;
| Snakefang Grips || Armourer || Venomous chain gloves, +10 Str, +10 Dex, +3 Def&lt;br /&gt;
|-&lt;br /&gt;
| Rubied Skull || Bonecrafting || Bone skull, +5 vigour, +1 MR&lt;br /&gt;
|-&lt;br /&gt;
| Sash of the Dead || Bonecrafting || Bone belt, +10 Int, +8 vigour, +2 MR&lt;br /&gt;
|-&lt;br /&gt;
| Skull of Gold and Glue || Bonecrafting || Gold skull, +3 MR, +health&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Silver, Glass and Crystal coin shop mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These mini-artifacts are designed for new characters with low level requirements. Silver coin mini-artifacts have 0 level requirement. Glass mini-artifacts have a level requirement of 25. Glass coin mini-artifacts can then by upgraded by spending crystal coins, which also increases their level requirement to 50 and then to level 75. Glass and crystal coins can be gotten from completing quests from guards or from the daily [[Scavenger_Hunt|Scavenger Hunt]] games.&lt;br /&gt;
&lt;br /&gt;
For example: The Wizard set comes in cap, robes, gloves, slacks and slippers with the prefix Apprentice, Adept and Savant for each tier. Each tier adds an incremental increase in the stats each equipment piece provides.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!| Wizard set&lt;br /&gt;
!| Tier 1&lt;br /&gt;
!| Tier 2&lt;br /&gt;
!| Tier 3&lt;br /&gt;
|-&lt;br /&gt;
!| Name&lt;br /&gt;
| Apprentice Robes&lt;br /&gt;
| Adept Robes&lt;br /&gt;
| Savant Robes&lt;br /&gt;
|-&lt;br /&gt;
!| Level Required&lt;br /&gt;
| Level 25&lt;br /&gt;
| Level 50&lt;br /&gt;
| Level 75&lt;br /&gt;
|-&lt;br /&gt;
!| Attributes&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +3 Def&lt;br /&gt;
* +2 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +3 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +5 MR&lt;br /&gt;
|-&lt;br /&gt;
!| Cost to purchase/upgrade&lt;br /&gt;
| &lt;br /&gt;
*3 glass coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
*1 hellspawn ear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Regular artifacts===&lt;br /&gt;
These are truly rare items that cannot be crafted or bought from special coin shop, instead they are only found rarely as loot from treasure chests or boss drops. Blessed, crystal, blood or radioactive treasure maps also have a very high to guaranteed rate of acquiring artifacts. &lt;br /&gt;
&lt;br /&gt;
Deconstructing a regular artifact produces &amp;#039;&amp;#039;mythical material&amp;#039;&amp;#039; used in [[Enchanting]] and [[Mythic_Item_Crafting|Mythic Item Crafting]].&lt;br /&gt;
&lt;br /&gt;
Some regular artifact armour items come in sets, which give additional buffs when the complete set is equipped. These are the only ones so far:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Estorrath&amp;#039;s&amp;#039;&amp;#039; unarmoured wizard set: +10% magic damage&lt;br /&gt;
*&amp;#039;&amp;#039;Ironfist&amp;#039;&amp;#039; unarmoured gi set: +10% AS&lt;br /&gt;
*&amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; light armour set: +100 dodge&lt;br /&gt;
*&amp;#039;&amp;#039;Frenzy&amp;#039;&amp;#039; medium armour set: +10% damage&lt;br /&gt;
*&amp;#039;&amp;#039;Shardcrystal&amp;#039;&amp;#039; heavy armour set: +10% damage reduction&lt;br /&gt;
&lt;br /&gt;
Regular artifacts are not unique, for (almost) each equipment and weapon type there is an artifact associated with it that can drop with the same name and attributes. For example, &amp;#039;&amp;#039;Magebane&amp;#039;&amp;#039; is always a +7 AS scimitar with +IJO, &amp;#039;&amp;#039;Grim Reaper&amp;#039;&amp;#039; is always a +7 AS scythe with +KXC (summon daemon), &amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; artifacts are always light armour with the same attributes, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Randomly generated artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Random generated artifacts are based of regular artifacts as a template, but with a unique randomly generated name and an additional random attribute. For example, a &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; is a large shield artifact with +4 def and +5 MR. A random generated artifact based of &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; would be a large shield with +4 def, +5 MR and a third attribute like +15 str, or +2 def (making it +6 def, +5 MR), or +health, or even rarer attribute like +sun protection. &lt;br /&gt;
&lt;br /&gt;
Random generated artifacts can be deconstructed to produce mythic material just like regular artifacts, but have a lighter blue glow compared to regular artifacts. They are 2-3x rarer than regular artifacts.&lt;br /&gt;
&lt;br /&gt;
The level requirement for regular and random generated artifacts ranges from level 70 to level 125.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Enchantments&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Some artifacts have special enchantments on them, indicated by a + or &amp;gt; sign in their item details. +&amp;#039;s are buffs, &amp;gt; are on proc effects inflicted on the defending monster or player.&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;Enchantment&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ infravision&amp;#039;&amp;#039;&amp;#039; || Shows positions of monsters and players that are blocked by line of sight&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ trap detection&amp;#039;&amp;#039;&amp;#039; || Displays trapped or cursed items or tiles. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ true sight&amp;#039;&amp;#039;&amp;#039; || Makes stealthed and invisible monsters and players visible&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ protection&amp;#039;&amp;#039;&amp;#039; || Gives protection against poisoning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ sun protection&amp;#039;&amp;#039;&amp;#039;  || Gives vampires protection against sun damage while standing still&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ speed&amp;#039;&amp;#039;&amp;#039;  || Increases walking speed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ health&amp;#039;&amp;#039;&amp;#039; || Increases health by 10%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ mana&amp;#039;&amp;#039;&amp;#039; || Increases mana by 10% &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;Proc Enchantment&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;&amp;gt; asphyxiation&amp;#039;&amp;#039;&amp;#039; || Chokes target, causing damage over time and preventing spell casts. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;&amp;gt; wounding&amp;#039;&amp;#039;&amp;#039; || Causes damage over time, prevents heals. Similar to barbed tint effect.  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;&amp;gt; hamstringing&amp;#039;&amp;#039;&amp;#039; || Stop target from moving temporarily. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;&amp;gt; blind&amp;#039;&amp;#039;&amp;#039; || Makes target blind, prevents monsters from attacking as a result. Players can still melee. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ sun protection&amp;#039;&amp;#039;&amp;#039;  || Gives vampires protection against sun damage while standing still&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5718</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5718"/>
		<updated>2025-08-30T13:06:03Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Regular artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Artifacts are items with a distinct name instead of just a description. Unlike normal items with only one enchantment (eg + 5 AS, +3 NV, +15 vigour etc), artifacts are weapons, armor and jewellery that have two or three enchantments. They can also have attributes that are not available otherwise, like +blindness or +asphyxiation. This makes them highly sought after. Artifacts can be divided into two categories:&lt;br /&gt;
*&amp;quot;mini-artifacts&amp;quot; that can be bought from npc merchants or crafted by GM crafters, &lt;br /&gt;
*&amp;quot;true&amp;quot; or regular artifacts that are only very rarely found from treasure chests and boss drops and cannot be crafted. &lt;br /&gt;
&lt;br /&gt;
Both types of artifacts show up in yellow font or text in your inventory, but only &amp;quot;true artifacts&amp;quot; have a blue glowing outline that is visible when placed on the ground or when equipped as a weapon. &lt;br /&gt;
&lt;br /&gt;
===Mini-artifacts===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Craftable mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These can be made by the GM crafter of various skills such as [[Armourer]], [[Tailoring]], and [[Bonecrafting]]. For example, the Grandmaster Armourer can make &amp;#039;&amp;#039;Snakefang Grips&amp;#039;&amp;#039;, the Grandmaster Tailor can make &amp;#039;&amp;#039;Infernal Handwraps&amp;#039;&amp;#039;, and the Grandmaster Bonecrafter can make &amp;#039;&amp;#039;Sash of the Dead&amp;#039;&amp;#039;. Some craftable mini-artifacts are required as ingredients for [[Mythic_Item_Crafting|Mythic Item Crafting]], such as the &amp;#039;&amp;#039;Enigmatic Bauble&amp;#039;&amp;#039; made by GM Tinkers. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Crafting Skill&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Philosopher&amp;#039;s Stone || Alchemy || Gold rune, +8 vigour, +health&lt;br /&gt;
|-&lt;br /&gt;
| Rod of Power || Enchanting || Gold rod, +3 Def, +health&lt;br /&gt;
|-&lt;br /&gt;
| Infernal Handwraps || Tailoring || Plain gloves, +5 AS, +2 MR, +VF&lt;br /&gt;
|-&lt;br /&gt;
| Enigmatic Bauble || Tinkering || Copper orb, +4 NV, +health&lt;br /&gt;
|-&lt;br /&gt;
| Snakefang Grips || Armourer || Venomous chain gloves, +10 Str, +10 Dex, +3 Def&lt;br /&gt;
|-&lt;br /&gt;
| Rubied Skull || Bonecrafting || Bone skull, +5 vigour, +1 MR&lt;br /&gt;
|-&lt;br /&gt;
| Sash of the Dead || Bonecrafting || Bone belt, +10 Int, +8 vigour, +2 MR&lt;br /&gt;
|-&lt;br /&gt;
| Skull of Gold and Glue || Bonecrafting || Gold skull, +3 MR, +health&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Silver, Glass and Crystal coin shop mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These mini-artifacts are designed for new characters with low level requirements. Silver coin mini-artifacts have 0 level requirement. Glass mini-artifacts have a level requirement of 25. Glass coin mini-artifacts can then by upgraded by spending crystal coins, which also increases their level requirement to 50 and then to level 75. Glass and crystal coins can be gotten from completing quests from guards or from the daily [[Scavenger_Hunt|Scavenger Hunt]] games.&lt;br /&gt;
&lt;br /&gt;
For example: The Wizard set comes in cap, robes, gloves, slacks and slippers with the prefix Apprentice, Adept and Savant for each tier. Each tier adds an incremental increase in the stats each equipment piece provides.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!| Wizard set&lt;br /&gt;
!| Tier 1&lt;br /&gt;
!| Tier 2&lt;br /&gt;
!| Tier 3&lt;br /&gt;
|-&lt;br /&gt;
!| Name&lt;br /&gt;
| Apprentice Robes&lt;br /&gt;
| Adept Robes&lt;br /&gt;
| Savant Robes&lt;br /&gt;
|-&lt;br /&gt;
!| Level Required&lt;br /&gt;
| Level 25&lt;br /&gt;
| Level 50&lt;br /&gt;
| Level 75&lt;br /&gt;
|-&lt;br /&gt;
!| Attributes&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +3 Def&lt;br /&gt;
* +2 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +3 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +5 MR&lt;br /&gt;
|-&lt;br /&gt;
!| Cost to purchase/upgrade&lt;br /&gt;
| &lt;br /&gt;
*3 glass coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
*1 hellspawn ear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Regular artifacts===&lt;br /&gt;
These are truly rare items that cannot be crafted or bought from special coin shop, instead they are only found rarely as loot from treasure chests or boss drops. Blessed, crystal, blood or radioactive treasure maps also have a very high to guaranteed rate of acquiring artifacts. &lt;br /&gt;
&lt;br /&gt;
Deconstructing a regular artifact produces &amp;#039;&amp;#039;mythical material&amp;#039;&amp;#039; used in [[Enchanting]] and [[Mythic_Item_Crafting|Mythic Item Crafting]].&lt;br /&gt;
&lt;br /&gt;
Some regular artifact armour items come in sets, which give additional buffs when the complete set is equipped. These are the only ones so far:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Estorrath&amp;#039;s&amp;#039;&amp;#039; unarmoured wizard set: +10% magic damage&lt;br /&gt;
*&amp;#039;&amp;#039;Ironfist&amp;#039;&amp;#039; unarmoured gi set: +10% AS&lt;br /&gt;
*&amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; light armour set: +100 dodge&lt;br /&gt;
*&amp;#039;&amp;#039;Frenzy&amp;#039;&amp;#039; medium armour set: +10% damage&lt;br /&gt;
*&amp;#039;&amp;#039;Shardcrystal&amp;#039;&amp;#039; heavy armour set: +10% damage reduction&lt;br /&gt;
&lt;br /&gt;
Regular artifacts are not unique, for (almost) each equipment and weapon type there is an artifact associated with it that can drop with the same name and attributes. For example, &amp;#039;&amp;#039;Magebane&amp;#039;&amp;#039; is always a +7 AS scimitar with +IJO, &amp;#039;&amp;#039;Grim Reaper&amp;#039;&amp;#039; is always a +7 AS scythe with +KXC (summon daemon), &amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; artifacts are always light armour with the same attributes, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Randomly generated artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Random generated artifacts are based of regular artifacts as a template, but with a unique randomly generated name and an additional random attribute. For example, a &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; is a large shield artifact with +4 def and +5 MR. A random generated artifact based of &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; would be a large shield with +4 def, +5 MR and a third attribute like +15 str, or +2 def (making it +6 def, +5 MR), or +health, or even rarer attribute like +sun protection. &lt;br /&gt;
&lt;br /&gt;
Random generated artifacts can be deconstructed to produce mythic material just like regular artifacts, but have a lighter blue glow compared to regular artifacts. They are 2-3x rarer than regular artifacts.&lt;br /&gt;
&lt;br /&gt;
The level requirement for regular and random generated artifacts ranges from level 70 to level 125.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Enchantments&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Some artifacts have special enchantments on them, indicated by a + or &amp;gt; sign in their item details. +&amp;#039;s are buffs, &amp;gt; are on proc effects inflicted on the defending monster or player.&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;Enchantment&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ infravision&amp;#039;&amp;#039;&amp;#039; || Shows positions of monsters and players that are blocked by line of sight&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ trap detection&amp;#039;&amp;#039;&amp;#039; || Displays trapped or cursed items or tiles. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ true sight&amp;#039;&amp;#039;&amp;#039; || Makes stealthed and invisible monsters and players visible&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ protection&amp;#039;&amp;#039;&amp;#039; || Gives protection against poisoning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ sun protection&amp;#039;&amp;#039;&amp;#039;  || Gives vampires protection against sun damage while standing still&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ speed&amp;#039;&amp;#039;&amp;#039;  || Increases walking speed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ health&amp;#039;&amp;#039;&amp;#039; || Increases health by 10%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ mana&amp;#039;&amp;#039;&amp;#039; || Increases mana by 10% &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5717</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5717"/>
		<updated>2025-08-30T13:05:38Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: Added table with special enchantments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Artifacts are items with a distinct name instead of just a description. Unlike normal items with only one enchantment (eg + 5 AS, +3 NV, +15 vigour etc), artifacts are weapons, armor and jewellery that have two or three enchantments. They can also have attributes that are not available otherwise, like +blindness or +asphyxiation. This makes them highly sought after. Artifacts can be divided into two categories:&lt;br /&gt;
*&amp;quot;mini-artifacts&amp;quot; that can be bought from npc merchants or crafted by GM crafters, &lt;br /&gt;
*&amp;quot;true&amp;quot; or regular artifacts that are only very rarely found from treasure chests and boss drops and cannot be crafted. &lt;br /&gt;
&lt;br /&gt;
Both types of artifacts show up in yellow font or text in your inventory, but only &amp;quot;true artifacts&amp;quot; have a blue glowing outline that is visible when placed on the ground or when equipped as a weapon. &lt;br /&gt;
&lt;br /&gt;
===Mini-artifacts===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Craftable mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These can be made by the GM crafter of various skills such as [[Armourer]], [[Tailoring]], and [[Bonecrafting]]. For example, the Grandmaster Armourer can make &amp;#039;&amp;#039;Snakefang Grips&amp;#039;&amp;#039;, the Grandmaster Tailor can make &amp;#039;&amp;#039;Infernal Handwraps&amp;#039;&amp;#039;, and the Grandmaster Bonecrafter can make &amp;#039;&amp;#039;Sash of the Dead&amp;#039;&amp;#039;. Some craftable mini-artifacts are required as ingredients for [[Mythic_Item_Crafting|Mythic Item Crafting]], such as the &amp;#039;&amp;#039;Enigmatic Bauble&amp;#039;&amp;#039; made by GM Tinkers. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Crafting Skill&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Philosopher&amp;#039;s Stone || Alchemy || Gold rune, +8 vigour, +health&lt;br /&gt;
|-&lt;br /&gt;
| Rod of Power || Enchanting || Gold rod, +3 Def, +health&lt;br /&gt;
|-&lt;br /&gt;
| Infernal Handwraps || Tailoring || Plain gloves, +5 AS, +2 MR, +VF&lt;br /&gt;
|-&lt;br /&gt;
| Enigmatic Bauble || Tinkering || Copper orb, +4 NV, +health&lt;br /&gt;
|-&lt;br /&gt;
| Snakefang Grips || Armourer || Venomous chain gloves, +10 Str, +10 Dex, +3 Def&lt;br /&gt;
|-&lt;br /&gt;
| Rubied Skull || Bonecrafting || Bone skull, +5 vigour, +1 MR&lt;br /&gt;
|-&lt;br /&gt;
| Sash of the Dead || Bonecrafting || Bone belt, +10 Int, +8 vigour, +2 MR&lt;br /&gt;
|-&lt;br /&gt;
| Skull of Gold and Glue || Bonecrafting || Gold skull, +3 MR, +health&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Silver, Glass and Crystal coin shop mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These mini-artifacts are designed for new characters with low level requirements. Silver coin mini-artifacts have 0 level requirement. Glass mini-artifacts have a level requirement of 25. Glass coin mini-artifacts can then by upgraded by spending crystal coins, which also increases their level requirement to 50 and then to level 75. Glass and crystal coins can be gotten from completing quests from guards or from the daily [[Scavenger_Hunt|Scavenger Hunt]] games.&lt;br /&gt;
&lt;br /&gt;
For example: The Wizard set comes in cap, robes, gloves, slacks and slippers with the prefix Apprentice, Adept and Savant for each tier. Each tier adds an incremental increase in the stats each equipment piece provides.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!| Wizard set&lt;br /&gt;
!| Tier 1&lt;br /&gt;
!| Tier 2&lt;br /&gt;
!| Tier 3&lt;br /&gt;
|-&lt;br /&gt;
!| Name&lt;br /&gt;
| Apprentice Robes&lt;br /&gt;
| Adept Robes&lt;br /&gt;
| Savant Robes&lt;br /&gt;
|-&lt;br /&gt;
!| Level Required&lt;br /&gt;
| Level 25&lt;br /&gt;
| Level 50&lt;br /&gt;
| Level 75&lt;br /&gt;
|-&lt;br /&gt;
!| Attributes&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +3 Def&lt;br /&gt;
* +2 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +3 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +5 MR&lt;br /&gt;
|-&lt;br /&gt;
!| Cost to purchase/upgrade&lt;br /&gt;
| &lt;br /&gt;
*3 glass coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
*1 hellspawn ear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Regular artifacts===&lt;br /&gt;
These are truly rare items that cannot be crafted or bought from special coin shop, instead they are only found rarely as loot from treasure chests or boss drops. Blessed, crystal, blood or radioactive treasure maps also have a very high to guaranteed rate of acquiring artifacts. &lt;br /&gt;
&lt;br /&gt;
Deconstructing a regular artifact produces &amp;#039;&amp;#039;mythical material&amp;#039;&amp;#039; used in [[Enchanting]] and [[Mythic_Item_Crafting|Mythic Item Crafting]].&lt;br /&gt;
&lt;br /&gt;
Some regular artifact armour items come in sets, which give additional buffs when the complete set is equipped. These are the only ones so far:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Estorrath&amp;#039;s&amp;#039;&amp;#039; unarmoured wizard set: +10% magic damage&lt;br /&gt;
*&amp;#039;&amp;#039;Ironfist&amp;#039;&amp;#039; unarmoured gi set: +10% AS&lt;br /&gt;
*&amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; light armour set: +100 dodge&lt;br /&gt;
*&amp;#039;&amp;#039;Frenzy&amp;#039;&amp;#039; medium armour set: +10% damage&lt;br /&gt;
*&amp;#039;&amp;#039;Shardcrystal&amp;#039;&amp;#039; heavy armour set: +10% damage reduction&lt;br /&gt;
&lt;br /&gt;
Regular artifacts are not unique, for (almost) each equipment and weapon type there is an artifact associated with it that can drop with the same name and attributes. For example, &amp;#039;&amp;#039;Magebane&amp;#039;&amp;#039; is always a +7 AS scimitar with +IJO, &amp;#039;&amp;#039;Grim Reaper&amp;#039;&amp;#039; is always a +7 AS scythe with +KXC (summon daemon), &amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; artifacts are always light armour with the same attributes, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Randomly generated artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Random generated artifacts are based of regular artifacts as a template, but with a unique randomly generated name and an additional random attribute. For example, a &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; is a large shield artifact with +4 def and +5 MR. A random generated artifact based of &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; would be a large shield with +4 def, +5 MR and a third attribute like +15 str, or +2 def (making it +6 def, +5 MR), or +health, or even rarer attribute like +sun protection. &lt;br /&gt;
&lt;br /&gt;
Random generated artifacts can be deconstructed to produce mythic material just like regular artifacts, but have a lighter blue glow compared to regular artifacts. They are 2-3x rarer than regular artifacts.&lt;br /&gt;
&lt;br /&gt;
The level requirement for regular and random generated artifacts ranges from level 70 to level 125.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Enchantments&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Some artifacts have special enchantments on them, indicated by a + or &amp;gt; sign in their item details. +&amp;#039;s are buffs, &amp;gt; are on proc effects inflicted on the defending monster or player.&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;Enchantment&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ infravision&amp;#039;&amp;#039;&amp;#039; || Shows positions of monsters and players that are blocked by line of sight&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ trap detection&amp;#039;&amp;#039;&amp;#039; || Displays trapped or cursed items or tiles. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ true sight&amp;#039;&amp;#039;&amp;#039; || Makes stealthed and invisible monsters and players visible&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ protection&amp;#039;&amp;#039;&amp;#039; || Gives protection against poisoning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ sun protection&amp;#039;&amp;#039;&amp;#039;  || Gives vampires protection against sun damage while standing still&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ speed&amp;#039;&amp;#039;&amp;#039;  || Increases walking speed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ health&amp;#039;&amp;#039;&amp;#039; || Increases health by 10%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ mana&amp;#039;&amp;#039;&amp;#039; || Increases mana by 10% &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5716</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5716"/>
		<updated>2025-08-30T13:04:58Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: Added table with special enchantments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Artifacts are items with a distinct name instead of just a description. Unlike normal items with only one enchantment (eg + 5 AS, +3 NV, +15 vigour etc), artifacts are weapons, armor and jewellery that have two or three enchantments. They can also have attributes that are not available otherwise, like +blindness or +asphyxiation. This makes them highly sought after. Artifacts can be divided into two categories:&lt;br /&gt;
*&amp;quot;mini-artifacts&amp;quot; that can be bought from npc merchants or crafted by GM crafters, &lt;br /&gt;
*&amp;quot;true&amp;quot; or regular artifacts that are only very rarely found from treasure chests and boss drops and cannot be crafted. &lt;br /&gt;
&lt;br /&gt;
Both types of artifacts show up in yellow font or text in your inventory, but only &amp;quot;true artifacts&amp;quot; have a blue glowing outline that is visible when placed on the ground or when equipped as a weapon. &lt;br /&gt;
&lt;br /&gt;
===Mini-artifacts===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Craftable mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These can be made by the GM crafter of various skills such as [[Armourer]], [[Tailoring]], and [[Bonecrafting]]. For example, the Grandmaster Armourer can make &amp;#039;&amp;#039;Snakefang Grips&amp;#039;&amp;#039;, the Grandmaster Tailor can make &amp;#039;&amp;#039;Infernal Handwraps&amp;#039;&amp;#039;, and the Grandmaster Bonecrafter can make &amp;#039;&amp;#039;Sash of the Dead&amp;#039;&amp;#039;. Some craftable mini-artifacts are required as ingredients for [[Mythic_Item_Crafting|Mythic Item Crafting]], such as the &amp;#039;&amp;#039;Enigmatic Bauble&amp;#039;&amp;#039; made by GM Tinkers. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Crafting Skill&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Philosopher&amp;#039;s Stone || Alchemy || Gold rune, +8 vigour, +health&lt;br /&gt;
|-&lt;br /&gt;
| Rod of Power || Enchanting || Gold rod, +3 Def, +health&lt;br /&gt;
|-&lt;br /&gt;
| Infernal Handwraps || Tailoring || Plain gloves, +5 AS, +2 MR, +VF&lt;br /&gt;
|-&lt;br /&gt;
| Enigmatic Bauble || Tinkering || Copper orb, +4 NV, +health&lt;br /&gt;
|-&lt;br /&gt;
| Snakefang Grips || Armourer || Venomous chain gloves, +10 Str, +10 Dex, +3 Def&lt;br /&gt;
|-&lt;br /&gt;
| Rubied Skull || Bonecrafting || Bone skull, +5 vigour, +1 MR&lt;br /&gt;
|-&lt;br /&gt;
| Sash of the Dead || Bonecrafting || Bone belt, +10 Int, +8 vigour, +2 MR&lt;br /&gt;
|-&lt;br /&gt;
| Skull of Gold and Glue || Bonecrafting || Gold skull, +3 MR, +health&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Silver, Glass and Crystal coin shop mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These mini-artifacts are designed for new characters with low level requirements. Silver coin mini-artifacts have 0 level requirement. Glass mini-artifacts have a level requirement of 25. Glass coin mini-artifacts can then by upgraded by spending crystal coins, which also increases their level requirement to 50 and then to level 75. Glass and crystal coins can be gotten from completing quests from guards or from the daily [[Scavenger_Hunt|Scavenger Hunt]] games.&lt;br /&gt;
&lt;br /&gt;
For example: The Wizard set comes in cap, robes, gloves, slacks and slippers with the prefix Apprentice, Adept and Savant for each tier. Each tier adds an incremental increase in the stats each equipment piece provides.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!| Wizard set&lt;br /&gt;
!| Tier 1&lt;br /&gt;
!| Tier 2&lt;br /&gt;
!| Tier 3&lt;br /&gt;
|-&lt;br /&gt;
!| Name&lt;br /&gt;
| Apprentice Robes&lt;br /&gt;
| Adept Robes&lt;br /&gt;
| Savant Robes&lt;br /&gt;
|-&lt;br /&gt;
!| Level Required&lt;br /&gt;
| Level 25&lt;br /&gt;
| Level 50&lt;br /&gt;
| Level 75&lt;br /&gt;
|-&lt;br /&gt;
!| Attributes&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +3 Def&lt;br /&gt;
* +2 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +3 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +5 MR&lt;br /&gt;
|-&lt;br /&gt;
!| Cost to purchase/upgrade&lt;br /&gt;
| &lt;br /&gt;
*3 glass coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
*1 hellspawn ear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Regular artifacts===&lt;br /&gt;
These are truly rare items that cannot be crafted or bought from special coin shop, instead they are only found rarely as loot from treasure chests or boss drops. Blessed, crystal, blood or radioactive treasure maps also have a very high to guaranteed rate of acquiring artifacts. &lt;br /&gt;
&lt;br /&gt;
Deconstructing a regular artifact produces &amp;#039;&amp;#039;mythical material&amp;#039;&amp;#039; used in [[Enchanting]] and [[Mythic_Item_Crafting|Mythic Item Crafting]].&lt;br /&gt;
&lt;br /&gt;
Some regular artifact armour items come in sets, which give additional buffs when the complete set is equipped. These are the only ones so far:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Estorrath&amp;#039;s&amp;#039;&amp;#039; unarmoured wizard set: +10% magic damage&lt;br /&gt;
*&amp;#039;&amp;#039;Ironfist&amp;#039;&amp;#039; unarmoured gi set: +10% AS&lt;br /&gt;
*&amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; light armour set: +100 dodge&lt;br /&gt;
*&amp;#039;&amp;#039;Frenzy&amp;#039;&amp;#039; medium armour set: +10% damage&lt;br /&gt;
*&amp;#039;&amp;#039;Shardcrystal&amp;#039;&amp;#039; heavy armour set: +10% damage reduction&lt;br /&gt;
&lt;br /&gt;
Regular artifacts are not unique, for (almost) each equipment and weapon type there is an artifact associated with it that can drop with the same name and attributes. For example, &amp;#039;&amp;#039;Magebane&amp;#039;&amp;#039; is always a +7 AS scimitar with +IJO, &amp;#039;&amp;#039;Grim Reaper&amp;#039;&amp;#039; is always a +7 AS scythe with +KXC (summon daemon), &amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; artifacts are always light armour with the same attributes, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Randomly generated artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Random generated artifacts are based of regular artifacts as a template, but with a unique randomly generated name and an additional random attribute. For example, a &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; is a large shield artifact with +4 def and +5 MR. A random generated artifact based of &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; would be a large shield with +4 def, +5 MR and a third attribute like +15 str, or +2 def (making it +6 def, +5 MR), or +health, or even rarer attribute like +sun protection. &lt;br /&gt;
&lt;br /&gt;
Random generated artifacts can be deconstructed to produce mythic material just like regular artifacts, but have a lighter blue glow compared to regular artifacts. They are 2-3x rarer than regular artifacts.&lt;br /&gt;
&lt;br /&gt;
The level requirement for regular and random generated artifacts ranges from level 70 to level 125.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Enchantments&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Some artifacts have special enchantments on them, indicated by a + or &amp;gt; sign in their item details. +&amp;#039;s are buffs, &amp;gt; are on proc effects inflicted on the defending monster or player.&lt;br /&gt;
&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Enchantment&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ infravision&amp;#039;&amp;#039;&amp;#039; || Shows positions of monsters and players that are blocked by line of sight&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ trap detection&amp;#039;&amp;#039;&amp;#039; || Displays trapped or cursed items or tiles. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ true sight&amp;#039;&amp;#039;&amp;#039; || Makes stealthed and invisible monsters and players visible&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ protection&amp;#039;&amp;#039;&amp;#039; || Gives protection against poisoning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ sun protection&amp;#039;&amp;#039;&amp;#039;  || Gives vampires protection against sun damage while standing still&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ speed&amp;#039;&amp;#039;&amp;#039;  || Increases walking speed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ health&amp;#039;&amp;#039;&amp;#039; || Increases health by 10%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+ mana&amp;#039;&amp;#039;&amp;#039; || Increases mana by 10% &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Balrog:_The_Card_Game&amp;diff=5713</id>
		<title>Balrog: The Card Game</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Balrog:_The_Card_Game&amp;diff=5713"/>
		<updated>2025-06-11T01:06:13Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Creature features/abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Balrog: The Card Game is a miniature trading card game in the style of Magic: The Gathering or Hearthstone. Cards can be collected via monster drops, looted from chests or bought from card merchants with gold pieces or crystal coins. A free starter set can be acquired from the Balrog Umpire NPC. &lt;br /&gt;
&lt;br /&gt;
The top post in this thread has all the latest rules &amp;amp; updates&lt;br /&gt;
http://forums.swut.net/viewtopic.php?f=4&amp;amp;t=5403&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
&lt;br /&gt;
The dueling arena is currently in the Betting Ring in the south-west corner of Nord (behind the provisioner shop). An instanced version of the arena is slightly above it if the original one is already occupied so that more than 1 pair of opponents can play against each other. Two card merchants sell &amp;quot;common&amp;quot; cards for 1k gp each, and &amp;quot;rare&amp;quot; cards for 3 crystal coins each, although the drop rate of &amp;quot;rare&amp;quot; and &amp;quot;commons&amp;quot; from monsters are currently the same. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[File:BettingRingLocation.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
To duel, two players need to enter the Betting Ring and stand on the blue and red carpet tiles above the Umpire NPC. Each player must have exactly 30 cards in their inventory, with no more than 3 or fewer of the same cards. Player on the red carpet tile starts first. Red player must then say &amp;quot;reset&amp;quot; to the Umpire to start the game. &lt;br /&gt;
&lt;br /&gt;
[[File:Umpire.png]]&lt;br /&gt;
&lt;br /&gt;
Once the game has started, note carefully these following interface actions:&lt;br /&gt;
1) Your deck is all cards in your inv, and your hand is shown at the bottom of the screen when you are in the betting ring&lt;br /&gt;
2) Blessed cards are the cards in your hand (so when you draw a card from your deck that card becomes blessed – this is done thru the Library NPCs, but could change)&lt;br /&gt;
3) You play a card (when it is your turn) by RIGHT clicking it (as it is shown on the bottom of the screen)&lt;br /&gt;
4) Most on-field actions are done with RIGHT CLICK!&lt;br /&gt;
5) to attack, right click your guy and right click a target&lt;br /&gt;
6) Active creature or artifact is indicated with a &amp;gt; in front of its name/status&lt;br /&gt;
7) to use an artifact, right click it and then right click something else (see directions on screen)&lt;br /&gt;
8) To end your turn pull the lever&lt;br /&gt;
9) To reset the game talk to Umpire and say reset&lt;br /&gt;
10) you can look at creatures/artifacts on the battle field and see the card detail - ie walk up to it and use the l key !&lt;br /&gt;
11) you can also type the card name with square brackets around it to see it - eg say [Fast Rat]&lt;br /&gt;
&lt;br /&gt;
For more information, see Egg&amp;#039;s post in the forums:&lt;br /&gt;
http://forums.swut.net/viewtopic.php?f=4&amp;amp;t=5403&amp;amp;hilit=balrog&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* it is turn based, and is played inside EUO, in the betting ring.&lt;br /&gt;
* each player has a deck of cards, which simply means having cards in their inventory&lt;br /&gt;
* each player starts with a random hand of 3 cards, no max hand size&lt;br /&gt;
* to play a card, it must be your turn, and you must have enough mana to play it&lt;br /&gt;
* You start with 1 mana on turn 1, 2 mana on turn 2, and then +1 mana on every other turn (ie your mana pool goes up by 1 on turns 2,4,6,8 etc)&lt;br /&gt;
* each player has a heart(h)stone – with 20hp. The goal is to kill the opponent’s hearthstone at the beginning of each players turn, they draw a card and have their mana replenished&lt;br /&gt;
* to play a card requires paying some mana, and different cards have different mana costs&lt;br /&gt;
* if you play a creature card then that creature is summoned on your side of the battlefield&lt;br /&gt;
* if you play a spell card, then whatever is written on that card is actioned - eg, do 2 dmg to creature&lt;br /&gt;
* artifact cards are like items: they stay on the battlefield and can be used and sometimes reused&lt;br /&gt;
* artifact cards on the battlefield can generally only be used once per turn&lt;br /&gt;
* a player can instruct their creatures to attack the other player&amp;#039;s creatures or the other player directly - each creature can only attack once per turn&lt;br /&gt;
* each creature has a damage value and hp (represented by as/hp numbers bottom right of card)&lt;br /&gt;
* creatures &amp;amp; artifacts that have a &amp;lt;Z&amp;gt; next to their name have had their turn&lt;br /&gt;
* after a player has attacked with all their creatures and used all their mana playing cards, their turn is over. End your turn by pulling the lever.&lt;br /&gt;
* game ends when hearthstone has 0 hp!&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Each creature has a damage value and hp value. Eg a cow might do 1 dmg and have 1 hp, as indicated by 1/1 on the card, while an orc might do 2 dmg and have 2 hp. In a fight between cow and orc, orc does 2 dmg to cow killing it. Cow does 1 dmg to orc reducing its hp to 1 permanently (unless healed somehow!)&lt;br /&gt;
&lt;br /&gt;
==Creature features/abilities==&lt;br /&gt;
*Haste: When a creature is summoned it usually can’t do anything (eg attack) the turn it was summoned as indicated by &amp;lt;Z&amp;gt;. A creature with haste does not have this drawback and can be used immediately&lt;br /&gt;
*First strike: During combat creatures do damage to each other. An attacking creature with first strike does its damage first and if the other creature dies, that other creature does not get a chance to do its damage, and the attacking creature comes away unscathed. Consequently, if defending creature survives the first strike combat procedes as normal. First strike only applies to attacking creature unless otherwise stated. &lt;br /&gt;
*Vampiric: Any damage dealt by this creature will be applied as HP to your hearthstone. Hearthstone can go over its starting HP!&lt;br /&gt;
*Flying: Normally a creature must attack other creatures before attacking the hearthstone. A flying creature can attack the hearthstone if none of the opponent creatures have flying!&lt;br /&gt;
*Taunt: A creature with taunt must be attacked before other creatures without taunt.&lt;br /&gt;
*Trample: An attacker with trample that kills its opponent applies the excess damage to the hearthstone. Eg a creature with dmg 6 attacks a creature with hp 1. assuming the target died, 5 damage will apply to the hearthstone.&lt;br /&gt;
*Vigilance: A creature with vigilance becomes awake at the start of every turn.&lt;br /&gt;
*Stealth: A creature with stealth is not obliged to attach non sleeping opponent&amp;#039;s creatures (except those with taunt, it still must attack taunters).&lt;br /&gt;
*Backstab: A creature with backstab does 2x dmg when attacking a sleeping creature.&lt;br /&gt;
*Regeneration: A creature with regeneration regains 1hp at the beginning of each player&amp;#039;s turn. &lt;br /&gt;
*Dodge: Combat attacks on this creature always have their damage reduced to zero.&lt;br /&gt;
*Dual Wield: Attacking creature with dual wield can attack twice.&lt;br /&gt;
*Wallop: Attacking creature with wallop does 1 damage to every creature immediately surrounding the target.&lt;br /&gt;
&lt;br /&gt;
Custom abilities: some cards have custom abilities, such as ‘ETB (when enters the battlefield)’ or &amp;#039;when dies&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==How the deck / hand / library works==&lt;br /&gt;
As stated, the mechanics of the deck/hand/library work as such&lt;br /&gt;
* Your deck is the cards in your inv when you start/reset the game&lt;br /&gt;
* Copies of all these cards are placed randomly into the library NPC&lt;br /&gt;
* When you draw a card comes from the top of your library npc’s inventory, is blessed, and replaces the nonblessed version in your inventory.&lt;br /&gt;
* Theoretically, you cannot lose cards if server crashes, etc, because you never not have the cards in your inv. This also opens up possibility of duping cards.&lt;br /&gt;
* You can’t drop cards in betting ring, thus can’t dupe.&lt;br /&gt;
* You can’t leave the ring: if you do, you are disq and the game ends.&lt;br /&gt;
&lt;br /&gt;
==Deck Management==&lt;br /&gt;
&lt;br /&gt;
All these commands do is move cards you own in and out of your bank into your inventory to make it easy for you to keep separate decks.&lt;br /&gt;
&lt;br /&gt;
*/savedeck DECKNAME&lt;br /&gt;
*/loaddeck DECKNAME&lt;br /&gt;
*/deldeck DECKNAME&lt;br /&gt;
*/listdecks&lt;br /&gt;
&lt;br /&gt;
*/savedeck &amp;lt;insert your deckname&amp;gt; will simply save your current unbanked inventory of cards to a decklist&lt;br /&gt;
*/loaddeck will a) move all cards from your inventory into your bank b) move the cards saved in the list from the bank to your inventory&lt;br /&gt;
*/deldeck simply deletes the list - does NOT delete cards&lt;br /&gt;
*/listdecks shows you what lists you have saved&lt;br /&gt;
&lt;br /&gt;
=Cards=&lt;br /&gt;
&lt;br /&gt;
Current cards in game: http://euotopia.com/PatchMe/cards.php&lt;br /&gt;
&lt;br /&gt;
==Commons==&lt;br /&gt;
*Baby Beholder&lt;br /&gt;
*Blood Spider&lt;br /&gt;
*Bloody Plains&lt;br /&gt;
*Blueish Potion&lt;br /&gt;
*Crimson Devil&lt;br /&gt;
*Crouching Tiger&lt;br /&gt;
*Deleted Hydra&lt;br /&gt;
*Diseased Zombie&lt;br /&gt;
*Eastern Ogre&lt;br /&gt;
*Fast Rat&lt;br /&gt;
*Green Dragon&lt;br /&gt;
*Half Orc Warrior&lt;br /&gt;
*Horrendous Fish&lt;br /&gt;
*Izumi Wall&lt;br /&gt;
*Level 0 Treasure Map&lt;br /&gt;
*Lightning Strike&lt;br /&gt;
*Lime Mephit&lt;br /&gt;
*Marrickville Bin Chicken&lt;br /&gt;
*Mongo the Mongbat&lt;br /&gt;
*Mystery Meat Sandwich&lt;br /&gt;
*Oceanwolf&lt;br /&gt;
*Orange Potion&lt;br /&gt;
*Purple Potion&lt;br /&gt;
*Reassembling Skeleton&lt;br /&gt;
*Skeletal Dragon&lt;br /&gt;
*Sky Blue Potion&lt;br /&gt;
*Stone Golem&lt;br /&gt;
*Unearthly Vapour&lt;br /&gt;
*Unfriendly Lich&lt;br /&gt;
*Unsummon&lt;br /&gt;
*Vas Flam&lt;br /&gt;
*Vector Bat&lt;br /&gt;
*Will o the Wisp&lt;br /&gt;
&lt;br /&gt;
==Rares==&lt;br /&gt;
*Ancestor Statue&lt;br /&gt;
*Balron Leftenant&lt;br /&gt;
*Black Potion&lt;br /&gt;
*Brown Potion&lt;br /&gt;
*Cowwy&amp;#039;s Cheese&lt;br /&gt;
*Drumheller, Librarian&lt;br /&gt;
*Dungeon Slime&lt;br /&gt;
*Earthquake&lt;br /&gt;
*Eastern Desert&lt;br /&gt;
*Elaine the Charmer&lt;br /&gt;
*Flame Strike&lt;br /&gt;
*Glass Morning Star&lt;br /&gt;
*Glum Golem&lt;br /&gt;
*Gobbo, Hungry Gremlin&lt;br /&gt;
*Graveyard&lt;br /&gt;
*Hypnotic Phantom&lt;br /&gt;
*Ixgenkar, Newbie Bane&lt;br /&gt;
*Lemon Quasit&lt;br /&gt;
*Meteor Shower&lt;br /&gt;
*Neophyte Wizard&lt;br /&gt;
*Newbie Dungeon&lt;br /&gt;
*Samurai Skeletun&lt;br /&gt;
*Shatter&lt;br /&gt;
*Ship in a Bottle&lt;br /&gt;
*Shrine of Compassion&lt;br /&gt;
*Vas Ort Grav&lt;br /&gt;
*Vault Dweller&lt;br /&gt;
*Wrath of God&lt;br /&gt;
*Xenktar, Naughty Wizard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Community}}&lt;br /&gt;
[[Category:Minigames]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Balrog:_The_Card_Game&amp;diff=5712</id>
		<title>Balrog: The Card Game</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Balrog:_The_Card_Game&amp;diff=5712"/>
		<updated>2025-06-09T11:16:55Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Creature features/abilities */  added newish abilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Balrog: The Card Game is a miniature trading card game in the style of Magic: The Gathering or Hearthstone. Cards can be collected via monster drops, looted from chests or bought from card merchants with gold pieces or crystal coins. A free starter set can be acquired from the Balrog Umpire NPC. &lt;br /&gt;
&lt;br /&gt;
The top post in this thread has all the latest rules &amp;amp; updates&lt;br /&gt;
http://forums.swut.net/viewtopic.php?f=4&amp;amp;t=5403&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
&lt;br /&gt;
The dueling arena is currently in the Betting Ring in the south-west corner of Nord (behind the provisioner shop). An instanced version of the arena is slightly above it if the original one is already occupied so that more than 1 pair of opponents can play against each other. Two card merchants sell &amp;quot;common&amp;quot; cards for 1k gp each, and &amp;quot;rare&amp;quot; cards for 3 crystal coins each, although the drop rate of &amp;quot;rare&amp;quot; and &amp;quot;commons&amp;quot; from monsters are currently the same. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[File:BettingRingLocation.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
To duel, two players need to enter the Betting Ring and stand on the blue and red carpet tiles above the Umpire NPC. Each player must have exactly 30 cards in their inventory, with no more than 3 or fewer of the same cards. Player on the red carpet tile starts first. Red player must then say &amp;quot;reset&amp;quot; to the Umpire to start the game. &lt;br /&gt;
&lt;br /&gt;
[[File:Umpire.png]]&lt;br /&gt;
&lt;br /&gt;
Once the game has started, note carefully these following interface actions:&lt;br /&gt;
1) Your deck is all cards in your inv, and your hand is shown at the bottom of the screen when you are in the betting ring&lt;br /&gt;
2) Blessed cards are the cards in your hand (so when you draw a card from your deck that card becomes blessed – this is done thru the Library NPCs, but could change)&lt;br /&gt;
3) You play a card (when it is your turn) by RIGHT clicking it (as it is shown on the bottom of the screen)&lt;br /&gt;
4) Most on-field actions are done with RIGHT CLICK!&lt;br /&gt;
5) to attack, right click your guy and right click a target&lt;br /&gt;
6) Active creature or artifact is indicated with a &amp;gt; in front of its name/status&lt;br /&gt;
7) to use an artifact, right click it and then right click something else (see directions on screen)&lt;br /&gt;
8) To end your turn pull the lever&lt;br /&gt;
9) To reset the game talk to Umpire and say reset&lt;br /&gt;
10) you can look at creatures/artifacts on the battle field and see the card detail - ie walk up to it and use the l key !&lt;br /&gt;
11) you can also type the card name with square brackets around it to see it - eg say [Fast Rat]&lt;br /&gt;
&lt;br /&gt;
For more information, see Egg&amp;#039;s post in the forums:&lt;br /&gt;
http://forums.swut.net/viewtopic.php?f=4&amp;amp;t=5403&amp;amp;hilit=balrog&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* it is turn based, and is played inside EUO, in the betting ring.&lt;br /&gt;
* each player has a deck of cards, which simply means having cards in their inventory&lt;br /&gt;
* each player starts with a random hand of 3 cards, no max hand size&lt;br /&gt;
* to play a card, it must be your turn, and you must have enough mana to play it&lt;br /&gt;
* You start with 1 mana on turn 1, 2 mana on turn 2, and then +1 mana on every other turn (ie your mana pool goes up by 1 on turns 2,4,6,8 etc)&lt;br /&gt;
* each player has a heart(h)stone – with 20hp. The goal is to kill the opponent’s hearthstone at the beginning of each players turn, they draw a card and have their mana replenished&lt;br /&gt;
* to play a card requires paying some mana, and different cards have different mana costs&lt;br /&gt;
* if you play a creature card then that creature is summoned on your side of the battlefield&lt;br /&gt;
* if you play a spell card, then whatever is written on that card is actioned - eg, do 2 dmg to creature&lt;br /&gt;
* artifact cards are like items: they stay on the battlefield and can be used and sometimes reused&lt;br /&gt;
* artifact cards on the battlefield can generally only be used once per turn&lt;br /&gt;
* a player can instruct their creatures to attack the other player&amp;#039;s creatures or the other player directly - each creature can only attack once per turn&lt;br /&gt;
* each creature has a damage value and hp (represented by as/hp numbers bottom right of card)&lt;br /&gt;
* creatures &amp;amp; artifacts that have a &amp;lt;Z&amp;gt; next to their name have had their turn&lt;br /&gt;
* after a player has attacked with all their creatures and used all their mana playing cards, their turn is over. End your turn by pulling the lever.&lt;br /&gt;
* game ends when hearthstone has 0 hp!&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Each creature has a damage value and hp value. Eg a cow might do 1 dmg and have 1 hp, as indicated by 1/1 on the card, while an orc might do 2 dmg and have 2 hp. In a fight between cow and orc, orc does 2 dmg to cow killing it. Cow does 1 dmg to orc reducing its hp to 1 permanently (unless healed somehow!)&lt;br /&gt;
&lt;br /&gt;
==Creature features/abilities==&lt;br /&gt;
*Haste: When a creature is summoned it usually can’t do anything (eg attack) the turn it was summoned as indicated by &amp;lt;Z&amp;gt;. A creature with haste does not have this drawback and can be used immediately&lt;br /&gt;
*First strike: During combat creatures do damage to each other. An attacking creature with first strike does its damage first and if the other creature dies, that other creature does not get a chance to do its damage, and the attacking creature comes away unscathed. First strike is only used by an attacking creature; a defender with first strike does not utilise it.&lt;br /&gt;
*Vampiric: Any damage dealt by this creature will be applied as HP to your hearthstone. Hearthstone can go over its starting HP!&lt;br /&gt;
*Flying: Normally a creature must attack other creatures before attacking the hearthstone. A flying creature can attack the hearthstone if none of the opponent creatures have flying!&lt;br /&gt;
*Taunt: A creature with taunt must be attacked before other creatures without taunt.&lt;br /&gt;
*Trample: An attacker with trample that kills its opponent applies the excess damage to the hearthstone. Eg a creature with dmg 6 attacks a creature with hp 1. assuming the target died, 5 damage will apply to the hearthstone.&lt;br /&gt;
*Vigilance: A creature with vigilance becomes awake at the start of every turn.&lt;br /&gt;
*Stealth: A creature with stealth is not obliged to attach non sleeping opponent&amp;#039;s creatures (except those with taunt, it still must attack taunters).&lt;br /&gt;
*Backstab: A creature with backstab does 2x dmg when attacking a sleeping creature.&lt;br /&gt;
*Regeneration: A creature with regeneration regains 1hp at the beginning of each player&amp;#039;s turn.&lt;br /&gt;
*Dodge: Combat attacks on this creature always have their damage reduced to zero.&lt;br /&gt;
*Dual Wield: Attacking creature with dual wield can attack twice.&lt;br /&gt;
*Wallop: Attacking creature with wallop does 1 damage to every creature immediately surrounding the target.&lt;br /&gt;
&lt;br /&gt;
Custom abilities: some cards have custom abilities, such as ‘ETB (when enters the battlefield)’ or &amp;#039;when dies&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==How the deck / hand / library works==&lt;br /&gt;
As stated, the mechanics of the deck/hand/library work as such&lt;br /&gt;
* Your deck is the cards in your inv when you start/reset the game&lt;br /&gt;
* Copies of all these cards are placed randomly into the library NPC&lt;br /&gt;
* When you draw a card comes from the top of your library npc’s inventory, is blessed, and replaces the nonblessed version in your inventory.&lt;br /&gt;
* Theoretically, you cannot lose cards if server crashes, etc, because you never not have the cards in your inv. This also opens up possibility of duping cards.&lt;br /&gt;
* You can’t drop cards in betting ring, thus can’t dupe.&lt;br /&gt;
* You can’t leave the ring: if you do, you are disq and the game ends.&lt;br /&gt;
&lt;br /&gt;
==Deck Management==&lt;br /&gt;
&lt;br /&gt;
All these commands do is move cards you own in and out of your bank into your inventory to make it easy for you to keep separate decks.&lt;br /&gt;
&lt;br /&gt;
*/savedeck DECKNAME&lt;br /&gt;
*/loaddeck DECKNAME&lt;br /&gt;
*/deldeck DECKNAME&lt;br /&gt;
*/listdecks&lt;br /&gt;
&lt;br /&gt;
*/savedeck &amp;lt;insert your deckname&amp;gt; will simply save your current unbanked inventory of cards to a decklist&lt;br /&gt;
*/loaddeck will a) move all cards from your inventory into your bank b) move the cards saved in the list from the bank to your inventory&lt;br /&gt;
*/deldeck simply deletes the list - does NOT delete cards&lt;br /&gt;
*/listdecks shows you what lists you have saved&lt;br /&gt;
&lt;br /&gt;
=Cards=&lt;br /&gt;
&lt;br /&gt;
Current cards in game: http://euotopia.com/PatchMe/cards.php&lt;br /&gt;
&lt;br /&gt;
==Commons==&lt;br /&gt;
*Baby Beholder&lt;br /&gt;
*Blood Spider&lt;br /&gt;
*Bloody Plains&lt;br /&gt;
*Blueish Potion&lt;br /&gt;
*Crimson Devil&lt;br /&gt;
*Crouching Tiger&lt;br /&gt;
*Deleted Hydra&lt;br /&gt;
*Diseased Zombie&lt;br /&gt;
*Eastern Ogre&lt;br /&gt;
*Fast Rat&lt;br /&gt;
*Green Dragon&lt;br /&gt;
*Half Orc Warrior&lt;br /&gt;
*Horrendous Fish&lt;br /&gt;
*Izumi Wall&lt;br /&gt;
*Level 0 Treasure Map&lt;br /&gt;
*Lightning Strike&lt;br /&gt;
*Lime Mephit&lt;br /&gt;
*Marrickville Bin Chicken&lt;br /&gt;
*Mongo the Mongbat&lt;br /&gt;
*Mystery Meat Sandwich&lt;br /&gt;
*Oceanwolf&lt;br /&gt;
*Orange Potion&lt;br /&gt;
*Purple Potion&lt;br /&gt;
*Reassembling Skeleton&lt;br /&gt;
*Skeletal Dragon&lt;br /&gt;
*Sky Blue Potion&lt;br /&gt;
*Stone Golem&lt;br /&gt;
*Unearthly Vapour&lt;br /&gt;
*Unfriendly Lich&lt;br /&gt;
*Unsummon&lt;br /&gt;
*Vas Flam&lt;br /&gt;
*Vector Bat&lt;br /&gt;
*Will o the Wisp&lt;br /&gt;
&lt;br /&gt;
==Rares==&lt;br /&gt;
*Ancestor Statue&lt;br /&gt;
*Balron Leftenant&lt;br /&gt;
*Black Potion&lt;br /&gt;
*Brown Potion&lt;br /&gt;
*Cowwy&amp;#039;s Cheese&lt;br /&gt;
*Drumheller, Librarian&lt;br /&gt;
*Dungeon Slime&lt;br /&gt;
*Earthquake&lt;br /&gt;
*Eastern Desert&lt;br /&gt;
*Elaine the Charmer&lt;br /&gt;
*Flame Strike&lt;br /&gt;
*Glass Morning Star&lt;br /&gt;
*Glum Golem&lt;br /&gt;
*Gobbo, Hungry Gremlin&lt;br /&gt;
*Graveyard&lt;br /&gt;
*Hypnotic Phantom&lt;br /&gt;
*Ixgenkar, Newbie Bane&lt;br /&gt;
*Lemon Quasit&lt;br /&gt;
*Meteor Shower&lt;br /&gt;
*Neophyte Wizard&lt;br /&gt;
*Newbie Dungeon&lt;br /&gt;
*Samurai Skeletun&lt;br /&gt;
*Shatter&lt;br /&gt;
*Ship in a Bottle&lt;br /&gt;
*Shrine of Compassion&lt;br /&gt;
*Vas Ort Grav&lt;br /&gt;
*Vault Dweller&lt;br /&gt;
*Wrath of God&lt;br /&gt;
*Xenktar, Naughty Wizard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Community}}&lt;br /&gt;
[[Category:Minigames]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Blueprints&amp;diff=5669</id>
		<title>Blueprints</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Blueprints&amp;diff=5669"/>
		<updated>2025-03-26T23:39:05Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Special items that can only be crafted with blueprints bought from the Crystal Coin Shop in Nordhaven. Blueprints are soulbound and are expended upon use i.e. they can only be used once per item made. &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;
|-&lt;br /&gt;
!| Gadgets&lt;br /&gt;
!| Incandescent Prism&lt;br /&gt;
!| Blackrock lockpick&lt;br /&gt;
!| Blackrock probe&lt;br /&gt;
!| Superior ebony fishing rod&lt;br /&gt;
|-&lt;br /&gt;
!| Skill Required&lt;br /&gt;
| GM Enchanting, ?&lt;br /&gt;
| GM Tinkering &lt;br /&gt;
| GM Tinkering&lt;br /&gt;
| GM Tinkering&lt;br /&gt;
|-&lt;br /&gt;
!| Tool Required&lt;br /&gt;
| enchanting wand&lt;br /&gt;
| tinker&amp;#039;s toolkit&lt;br /&gt;
| tinker&amp;#039;s toolkit&lt;br /&gt;
| tinker&amp;#039;s toolkit&lt;br /&gt;
|-&lt;br /&gt;
!| Effect&lt;br /&gt;
| Unbreakable. Provides +4 light.&lt;br /&gt;
| Unbreakable&lt;br /&gt;
| Unbreakable&lt;br /&gt;
| Unbreakable. Can fish in lava without burning up. &lt;br /&gt;
|-&lt;br /&gt;
!| Ingredients&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* diamond&lt;br /&gt;
* raw glass (10)&lt;br /&gt;
* essence of lightning (10)&lt;br /&gt;
* brilliant red shard&lt;br /&gt;
* brilliant blue shard&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* blackrock ingot&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* blackrock ingot&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* ebony log&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;
|-&lt;br /&gt;
!| Wands&lt;br /&gt;
!| Ebony disenchanting wands&lt;br /&gt;
!| Ebony wand of deconstruction&lt;br /&gt;
!| Ebony polypile wand&lt;br /&gt;
|-&lt;br /&gt;
!| Skill Required&lt;br /&gt;
| GM Enchanting&lt;br /&gt;
| GM Enchanting&lt;br /&gt;
| GM Enchanting&lt;br /&gt;
|-&lt;br /&gt;
!| Tool Required&lt;br /&gt;
| enchanting wand&lt;br /&gt;
| enchanting wand&lt;br /&gt;
| enchanting wand&lt;br /&gt;
|-&lt;br /&gt;
!| Effect&lt;br /&gt;
| Unbreakable&lt;br /&gt;
| Unbreakable&lt;br /&gt;
| Unbreakable&lt;br /&gt;
|-&lt;br /&gt;
!| Ingredients&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* disenchanting wand&lt;br /&gt;
* Mythical material &lt;br /&gt;
* brilliant red shard&lt;br /&gt;
* brilliant blue shard&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* wand of deconstruction&lt;br /&gt;
* Mythical material &lt;br /&gt;
* brilliant red shard&lt;br /&gt;
* brilliant blue shard&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* polypile wand&lt;br /&gt;
* Mythical material &lt;br /&gt;
* brilliant red shard&lt;br /&gt;
* brilliant blue shard&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;
|-&lt;br /&gt;
!| Blackrock Tools&lt;br /&gt;
!| Blackrock mining pick&lt;br /&gt;
!| Blackrock shovel&lt;br /&gt;
!| Blackrock woodsmans axe&lt;br /&gt;
|-&lt;br /&gt;
!| Skill Required&lt;br /&gt;
| 95% Tinkering&lt;br /&gt;
| 95% Tinkering&lt;br /&gt;
| 95% Tinkering&lt;br /&gt;
|-&lt;br /&gt;
!| Tool Required&lt;br /&gt;
| tinker&amp;#039;s toolkit&lt;br /&gt;
| tinker&amp;#039;s toolkit&lt;br /&gt;
| tinker&amp;#039;s toolkit&lt;br /&gt;
|-&lt;br /&gt;
!| Effect&lt;br /&gt;
| Unbreakable&lt;br /&gt;
| Unbreakable&lt;br /&gt;
| Unbreakable&lt;br /&gt;
|-&lt;br /&gt;
!| Ingredients&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* blackrock ingot&lt;br /&gt;
* pole&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* blackrock ingot&lt;br /&gt;
* pole&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* blackrock ingot&lt;br /&gt;
* pole&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation Skills}}&lt;br /&gt;
[[Category:Skills]][[Category:Crafting]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Priest&amp;diff=5667</id>
		<title>Priest</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Priest&amp;diff=5667"/>
		<updated>2025-03-24T22:52:45Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Priest Weapon Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Piety and Divinity===&lt;br /&gt;
Priests have two skills pertaining to the use of magic: Piety and Divinity.&lt;br /&gt;
&lt;br /&gt;
For details on these, refer to: [[Magic and Spellcasting]].&lt;br /&gt;
&lt;br /&gt;
===Priest Weapon Skills===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blessed Maces&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Bludgeoning&lt;br /&gt;
*Stat Dependent Damage Optimisation: 90% str / 10% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Thunderclap|Thunderclap]]&lt;br /&gt;
&lt;br /&gt;
Only by wielding a &amp;quot;blessed&amp;quot; mace will a priest be able to raise the blessed maces skill; wielding a non-blessed mace will instead raise the maces fighter skill. To bless a mace, a priest simply has to use the first circle [[Magic_and_Spellcasting#Divinity|Divinity]] UY (bless weapon) spell. (Note: in order to revert a blessed mace into a regular mace, simply use a cursed scroll of uncurse on it - but this process will not work when performed on house tiles.)&lt;br /&gt;
&lt;br /&gt;
It should also be noted the blessed maces skill is identical to the maces fighter skill except that in the case of blessed maces, you will not be able to use any of the other special moves that a fighter using the maces skill could. More specifically, even if a (dual-classed) priest had 100% in the Polearms skill and 100% in the Longswords skills, that priest would neither be able to execute [[Combat Abilities#Bloodbolt|Bloodbolt]] nor [[Combat Abilities#Flurry|Flurry]] respectively.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Socketed blessed staffs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Priests can also bless staves and wield them as if they were a blessed mace. Like mages, priests can socket their staffs with different gems to have additional effects. Blessed socketed staffs cause summoned sword golems to proc different effects on melee hit. &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;Socketing Effects&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Ruby&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Sapphire&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;Diamond&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Onyx&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Emerald&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| Sword golem || Red? ||  Blue? || White? || Black? || Green?&lt;br /&gt;
|-&lt;br /&gt;
| Plain gem || + fire ball ||  + slows || + clones || + vampyric attack || + poison&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Process for socketing staffs is slightly more complicated for priests than for mages. &lt;br /&gt;
&lt;br /&gt;
1) Equip staff in main hand that you want to socket. Cannot be blessed already.&lt;br /&gt;
&lt;br /&gt;
2) Place gem that you want to socket on the ground. &lt;br /&gt;
&lt;br /&gt;
3) Use socketing wand on gem.&lt;br /&gt;
&lt;br /&gt;
4) Then cast Bless Weapon to bless your socketed staff. &lt;br /&gt;
&lt;br /&gt;
If you cast divine hammer on your socketed staff, it will destroy the socketed gem as well as making the staff soul bound. Using a cursed socketing wand also destroys the gem from your staff.&lt;br /&gt;
&lt;br /&gt;
===All Armour Types===&lt;br /&gt;
Like fighters, priests reap the full benefits of all 4 grades of armour: unarmed, light, medium and heavy. &lt;br /&gt;
&lt;br /&gt;
For details, refer to the [[Class_Skills#All_Armour_Types|All Armour Types]] Section above.&lt;br /&gt;
&lt;br /&gt;
===Light and Medium Armour Movement Penalties===&lt;br /&gt;
Priests do not suffer movement penalties for wearing light or medium armour.&lt;br /&gt;
&lt;br /&gt;
For a complete list of the various light and medium armour available, refer to: &lt;br /&gt;
[[Items#Armour|Armour Types]].&lt;br /&gt;
&lt;br /&gt;
===Piety===&lt;br /&gt;
Healing and anti-undead spells.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || minor heal self || M || Light heal on self&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || cure poison || AN || Cure poison on self or other&lt;br /&gt;
|-&lt;br /&gt;
| heal other || XM || Heal other player or creature&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 3 || armour || S || Temporarily increase defense +3&lt;br /&gt;
|-&lt;br /&gt;
| cure disease || ABC || Cure disease on self or other&lt;br /&gt;
|-&lt;br /&gt;
| 4 || fortitude || UM || Buff target +100 HP&lt;br /&gt;
|-&lt;br /&gt;
| 5 || greater armour || VS || Improved armour spell that gives +7 defense&lt;br /&gt;
|-&lt;br /&gt;
| 6 || greater heal self || VM || Fully restores HP&lt;br /&gt;
|-&lt;br /&gt;
| 7 || greater heal other || XVM || Fully heal other player or creature&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 8 || Resurrect || AC || Resurrect player&lt;br /&gt;
|-&lt;br /&gt;
| improved fortitude || VUM || Buff target for 150 HP&lt;br /&gt;
|}&lt;br /&gt;
*Vas Mani Cool off increases with class points over 125, to the tune of approx +1 sec per 10% over 125%, when a blessed mace is not equipped in the main hand. A 200% class suffers 15s Vas Mani cool off.&lt;br /&gt;
&lt;br /&gt;
===Divinity===&lt;br /&gt;
Divine spells to be used by priests.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || bless weapon || UY || Bless equipped mace&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || uncurse || AYQ || Uncurse item&lt;br /&gt;
|-&lt;br /&gt;
| power word pain || AMT || Damage over time on target&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 3 || summon insect plague || KHX || Summons 1 to 3 insect swarms on target&lt;br /&gt;
|-&lt;br /&gt;
| identify || WY || Identify item&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 4 || protection || SJ || Gives target protection from most status effects&lt;br /&gt;
|-&lt;br /&gt;
| detect traps || WJ || Gives caster the ability to see traps for a short period of time&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5 || truesight || WQ || Casts truesight on self or other&lt;br /&gt;
|-&lt;br /&gt;
| turn undead || AXC || Damages undead&lt;br /&gt;
|-&lt;br /&gt;
| earthquake II || IVPYII || Directional earthquake cone of effect. &lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6 || banish || AKX || Area effect that destroys all evil summons&lt;br /&gt;
|-&lt;br /&gt;
| summon sword golem || KXD || Summons a sword golem&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7 || divine hammer || IOY || Enchants and soulbinds any +0 mace to up to +6&lt;br /&gt;
|-&lt;br /&gt;
| flame strike || FG || Ranged attack with a 3x3 damage radius&lt;br /&gt;
|-&lt;br /&gt;
| 8 || greater power word pain || VAMT || Does a little more damage than AMT and has a 3x3 cast radius&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Player Character}}&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Priest&amp;diff=5666</id>
		<title>Priest</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Priest&amp;diff=5666"/>
		<updated>2025-03-24T09:37:01Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Priest Weapon Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Piety and Divinity===&lt;br /&gt;
Priests have two skills pertaining to the use of magic: Piety and Divinity.&lt;br /&gt;
&lt;br /&gt;
For details on these, refer to: [[Magic and Spellcasting]].&lt;br /&gt;
&lt;br /&gt;
===Priest Weapon Skills===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blessed Maces&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Bludgeoning&lt;br /&gt;
*Stat Dependent Damage Optimisation: 90% str / 10% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Thunderclap|Thunderclap]]&lt;br /&gt;
&lt;br /&gt;
Only by wielding a &amp;quot;blessed&amp;quot; mace will a priest be able to raise the blessed maces skill; wielding a non-blessed mace will instead raise the maces fighter skill. To bless a mace, a priest simply has to use the first circle [[Magic_and_Spellcasting#Divinity|Divinity]] UY (bless weapon) spell. (Note: in order to revert a blessed mace into a regular mace, simply use a cursed scroll of uncurse on it - but this process will not work when performed on house tiles.)&lt;br /&gt;
&lt;br /&gt;
It should also be noted the blessed maces skill is identical to the maces fighter skill except that in the case of blessed maces, you will not be able to use any of the other special moves that a fighter using the maces skill could. More specifically, even if a (dual-classed) priest had 100% in the Polearms skill and 100% in the Longswords skills, that priest would neither be able to execute [[Combat Abilities#Bloodbolt|Bloodbolt]] nor [[Combat Abilities#Flurry|Flurry]] respectively.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Socketed blessed staffs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Priests can also bless staves and wield them as if they were a blessed mace. Like mages, priests can socket their staffs with different gems to have additional effects. Blessed socketed staffs cause summoned sword golems to proc different effects on melee hit. &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;Socketing Effects&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Ruby&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Sapphire&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;Diamond&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Onyx&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Emerald&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| Sword golem || Red? ||  Blue? || White? || Black? || Green?&lt;br /&gt;
|-&lt;br /&gt;
| Plain gem || + fire ball ||  + slows || + clones || + vampyric attack || + poison&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Process for socketing staffs is slightly more complicated for priests than for mages. &lt;br /&gt;
&lt;br /&gt;
1) Equip staff in main hand that you want to socket. Cannot be blessed already.&lt;br /&gt;
&lt;br /&gt;
2) Place gem that you want to socket on the ground. &lt;br /&gt;
&lt;br /&gt;
3) Use socketing wand on gem.&lt;br /&gt;
&lt;br /&gt;
4) Then cast Bless Weapon to bless your socketed staff. &lt;br /&gt;
&lt;br /&gt;
If you cast divine hammer on your socketed staff, it will remove the socketed gem as well as making the staff soul bound. Using a cursed socketing wand also removes the gem from your staff.&lt;br /&gt;
&lt;br /&gt;
===All Armour Types===&lt;br /&gt;
Like fighters, priests reap the full benefits of all 4 grades of armour: unarmed, light, medium and heavy. &lt;br /&gt;
&lt;br /&gt;
For details, refer to the [[Class_Skills#All_Armour_Types|All Armour Types]] Section above.&lt;br /&gt;
&lt;br /&gt;
===Light and Medium Armour Movement Penalties===&lt;br /&gt;
Priests do not suffer movement penalties for wearing light or medium armour.&lt;br /&gt;
&lt;br /&gt;
For a complete list of the various light and medium armour available, refer to: &lt;br /&gt;
[[Items#Armour|Armour Types]].&lt;br /&gt;
&lt;br /&gt;
===Piety===&lt;br /&gt;
Healing and anti-undead spells.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || minor heal self || M || Light heal on self&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || cure poison || AN || Cure poison on self or other&lt;br /&gt;
|-&lt;br /&gt;
| heal other || XM || Heal other player or creature&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 3 || armour || S || Temporarily increase defense +3&lt;br /&gt;
|-&lt;br /&gt;
| cure disease || ABC || Cure disease on self or other&lt;br /&gt;
|-&lt;br /&gt;
| 4 || fortitude || UM || Buff target +100 HP&lt;br /&gt;
|-&lt;br /&gt;
| 5 || greater armour || VS || Improved armour spell that gives +7 defense&lt;br /&gt;
|-&lt;br /&gt;
| 6 || greater heal self || VM || Fully restores HP&lt;br /&gt;
|-&lt;br /&gt;
| 7 || greater heal other || XVM || Fully heal other player or creature&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 8 || Resurrect || AC || Resurrect player&lt;br /&gt;
|-&lt;br /&gt;
| improved fortitude || VUM || Buff target for 150 HP&lt;br /&gt;
|}&lt;br /&gt;
*Vas Mani Cool off increases with class points over 125, to the tune of approx +1 sec per 10% over 125%, when a blessed mace is not equipped in the main hand. A 200% class suffers 15s Vas Mani cool off.&lt;br /&gt;
&lt;br /&gt;
===Divinity===&lt;br /&gt;
Divine spells to be used by priests.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || bless weapon || UY || Bless equipped mace&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || uncurse || AYQ || Uncurse item&lt;br /&gt;
|-&lt;br /&gt;
| power word pain || AMT || Damage over time on target&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 3 || summon insect plague || KHX || Summons 1 to 3 insect swarms on target&lt;br /&gt;
|-&lt;br /&gt;
| identify || WY || Identify item&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 4 || protection || SJ || Gives target protection from most status effects&lt;br /&gt;
|-&lt;br /&gt;
| detect traps || WJ || Gives caster the ability to see traps for a short period of time&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5 || truesight || WQ || Casts truesight on self or other&lt;br /&gt;
|-&lt;br /&gt;
| turn undead || AXC || Damages undead&lt;br /&gt;
|-&lt;br /&gt;
| earthquake II || IVPYII || Directional earthquake cone of effect. &lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6 || banish || AKX || Area effect that destroys all evil summons&lt;br /&gt;
|-&lt;br /&gt;
| summon sword golem || KXD || Summons a sword golem&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7 || divine hammer || IOY || Enchants and soulbinds any +0 mace to up to +6&lt;br /&gt;
|-&lt;br /&gt;
| flame strike || FG || Ranged attack with a 3x3 damage radius&lt;br /&gt;
|-&lt;br /&gt;
| 8 || greater power word pain || VAMT || Does a little more damage than AMT and has a 3x3 cast radius&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Player Character}}&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Priest&amp;diff=5665</id>
		<title>Priest</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Priest&amp;diff=5665"/>
		<updated>2025-03-24T09:36:13Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Priest Weapon Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Piety and Divinity===&lt;br /&gt;
Priests have two skills pertaining to the use of magic: Piety and Divinity.&lt;br /&gt;
&lt;br /&gt;
For details on these, refer to: [[Magic and Spellcasting]].&lt;br /&gt;
&lt;br /&gt;
===Priest Weapon Skills===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blessed Maces&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Bludgeoning&lt;br /&gt;
*Stat Dependent Damage Optimisation: 90% str / 10% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Thunderclap|Thunderclap]]&lt;br /&gt;
&lt;br /&gt;
Only by wielding a &amp;quot;blessed&amp;quot; mace will a priest be able to raise the blessed maces skill; wielding a non-blessed mace will instead raise the maces fighter skill. To bless a mace, a priest simply has to use the first circle [[Magic_and_Spellcasting#Divinity|Divinity]] UY (bless weapon) spell. (Note: in order to revert a blessed mace into a regular mace, simply use a cursed scroll of uncurse on it - but this process will not work when performed on house tiles.)&lt;br /&gt;
&lt;br /&gt;
It should also be noted the blessed maces skill is identical to the maces fighter skill except that in the case of blessed maces, you will not be able to use any of the other special moves that a fighter using the maces skill could. More specifically, even if a (dual-classed) priest had 100% in the Polearms skill and 100% in the Longswords skills, that priest would neither be able to execute [[Combat Abilities#Bloodbolt|Bloodbolt]] nor [[Combat Abilities#Flurry|Flurry]] respectively.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Socketed blessed staffs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Priests can also bless staves and wield them as if they were a blessed mace. Like mages, priests can socket their staffs with different gems to have additional effects. Blessed socketed staffs cause summoned sword golems to proc different effects on melee hit. &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;Socketing Effects&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Ruby&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Sapphire&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;Diamond&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Onyx&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Emerald&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| Sword golem || Red? ||  Blue? || White? || Black? || Green?&lt;br /&gt;
|-&lt;br /&gt;
| Plain gem || + fire ball ||  + slows || + clones || + vampyric bite || + poison&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Process for socketing staffs is slightly more complicated for priests than for mages. &lt;br /&gt;
&lt;br /&gt;
1) Equip staff in main hand that you want to socket. Cannot be blessed already.&lt;br /&gt;
&lt;br /&gt;
2) Place gem that you want to socket on the ground. &lt;br /&gt;
&lt;br /&gt;
3) Use socketing wand on gem.&lt;br /&gt;
&lt;br /&gt;
4) Then cast Bless Weapon to bless your socketed staff. &lt;br /&gt;
&lt;br /&gt;
If you cast divine hammer on your socketed staff, it will remove the socketed gem as well as making the staff soul bound. Using a cursed socketing wand also removes the gem from your staff.&lt;br /&gt;
&lt;br /&gt;
===All Armour Types===&lt;br /&gt;
Like fighters, priests reap the full benefits of all 4 grades of armour: unarmed, light, medium and heavy. &lt;br /&gt;
&lt;br /&gt;
For details, refer to the [[Class_Skills#All_Armour_Types|All Armour Types]] Section above.&lt;br /&gt;
&lt;br /&gt;
===Light and Medium Armour Movement Penalties===&lt;br /&gt;
Priests do not suffer movement penalties for wearing light or medium armour.&lt;br /&gt;
&lt;br /&gt;
For a complete list of the various light and medium armour available, refer to: &lt;br /&gt;
[[Items#Armour|Armour Types]].&lt;br /&gt;
&lt;br /&gt;
===Piety===&lt;br /&gt;
Healing and anti-undead spells.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || minor heal self || M || Light heal on self&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || cure poison || AN || Cure poison on self or other&lt;br /&gt;
|-&lt;br /&gt;
| heal other || XM || Heal other player or creature&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 3 || armour || S || Temporarily increase defense +3&lt;br /&gt;
|-&lt;br /&gt;
| cure disease || ABC || Cure disease on self or other&lt;br /&gt;
|-&lt;br /&gt;
| 4 || fortitude || UM || Buff target +100 HP&lt;br /&gt;
|-&lt;br /&gt;
| 5 || greater armour || VS || Improved armour spell that gives +7 defense&lt;br /&gt;
|-&lt;br /&gt;
| 6 || greater heal self || VM || Fully restores HP&lt;br /&gt;
|-&lt;br /&gt;
| 7 || greater heal other || XVM || Fully heal other player or creature&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 8 || Resurrect || AC || Resurrect player&lt;br /&gt;
|-&lt;br /&gt;
| improved fortitude || VUM || Buff target for 150 HP&lt;br /&gt;
|}&lt;br /&gt;
*Vas Mani Cool off increases with class points over 125, to the tune of approx +1 sec per 10% over 125%, when a blessed mace is not equipped in the main hand. A 200% class suffers 15s Vas Mani cool off.&lt;br /&gt;
&lt;br /&gt;
===Divinity===&lt;br /&gt;
Divine spells to be used by priests.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || bless weapon || UY || Bless equipped mace&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || uncurse || AYQ || Uncurse item&lt;br /&gt;
|-&lt;br /&gt;
| power word pain || AMT || Damage over time on target&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 3 || summon insect plague || KHX || Summons 1 to 3 insect swarms on target&lt;br /&gt;
|-&lt;br /&gt;
| identify || WY || Identify item&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 4 || protection || SJ || Gives target protection from most status effects&lt;br /&gt;
|-&lt;br /&gt;
| detect traps || WJ || Gives caster the ability to see traps for a short period of time&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5 || truesight || WQ || Casts truesight on self or other&lt;br /&gt;
|-&lt;br /&gt;
| turn undead || AXC || Damages undead&lt;br /&gt;
|-&lt;br /&gt;
| earthquake II || IVPYII || Directional earthquake cone of effect. &lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6 || banish || AKX || Area effect that destroys all evil summons&lt;br /&gt;
|-&lt;br /&gt;
| summon sword golem || KXD || Summons a sword golem&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7 || divine hammer || IOY || Enchants and soulbinds any +0 mace to up to +6&lt;br /&gt;
|-&lt;br /&gt;
| flame strike || FG || Ranged attack with a 3x3 damage radius&lt;br /&gt;
|-&lt;br /&gt;
| 8 || greater power word pain || VAMT || Does a little more damage than AMT and has a 3x3 cast radius&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Player Character}}&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Priest&amp;diff=5664</id>
		<title>Priest</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Priest&amp;diff=5664"/>
		<updated>2025-03-24T07:47:44Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Divinity */  added earthquake II&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Piety and Divinity===&lt;br /&gt;
Priests have two skills pertaining to the use of magic: Piety and Divinity.&lt;br /&gt;
&lt;br /&gt;
For details on these, refer to: [[Magic and Spellcasting]].&lt;br /&gt;
&lt;br /&gt;
===Priest Weapon Skills===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blessed Maces&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Bludgeoning&lt;br /&gt;
*Stat Dependent Damage Optimisation: 90% str / 10% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Thunderclap|Thunderclap]]&lt;br /&gt;
&lt;br /&gt;
Only by wielding a &amp;quot;blessed&amp;quot; mace will a priest be able to raise the blessed maces skill; wielding a non-blessed mace will instead raise the maces fighter skill. To bless a mace, a priest simply has to use the first circle [[Magic_and_Spellcasting#Divinity|Divinity]] UY (bless weapon) spell. (Note: in order to revert a blessed mace into a regular mace, simply use a cursed scroll of uncurse on it - but this process will not work when performed on house tiles.)&lt;br /&gt;
&lt;br /&gt;
It should also be noted the blessed maces skill is identical to the maces fighter skill except that in the case of blessed maces, you will not be able to use any of the other special moves that a fighter using the maces skill could. More specifically, even if a (dual-classed) priest had 100% in the Polearms skill and 100% in the Longswords skills, that priest would neither be able to execute [[Combat Abilities#Bloodbolt|Bloodbolt]] nor [[Combat Abilities#Flurry|Flurry]] respectively.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Socketed blessed staffs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Priests can also bless staves and wield them as if they were a blessed mace. Like mages, priests can socket their staffs with different gems to have additional effects. Blessed socketed staffs cause summoned sword golems to proc different effects on melee hit. &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;Socketing Effects&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Ruby&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Sapphire&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;Diamond&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Onyx&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Emerald&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| Sword golem || Red? ||  Blue? || White? || Black? || Green?&lt;br /&gt;
|-&lt;br /&gt;
| Plain gem || + fire ball ||  + slows || + clones || + vampyric bite || + poison&lt;br /&gt;
|-&lt;br /&gt;
| Polished gem || ???  || ???  || ???   || ???  || ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Process for socketing staffs is slightly more complicated for priests than for mages. &lt;br /&gt;
&lt;br /&gt;
1) Equip staff in main hand that you want to socket. Cannot be blessed already.&lt;br /&gt;
&lt;br /&gt;
2) Place gem that you want to socket on the ground. &lt;br /&gt;
&lt;br /&gt;
3) Use socketing wand on gem.&lt;br /&gt;
&lt;br /&gt;
4) Then cast Bless Weapon to bless your socketed staff. &lt;br /&gt;
&lt;br /&gt;
If you cast divine hammer on your socketed staff, it will remove the socketed gem as well as making the staff soul bound. Using a cursed socketing wand also removes the gem from your staff.&lt;br /&gt;
&lt;br /&gt;
===All Armour Types===&lt;br /&gt;
Like fighters, priests reap the full benefits of all 4 grades of armour: unarmed, light, medium and heavy. &lt;br /&gt;
&lt;br /&gt;
For details, refer to the [[Class_Skills#All_Armour_Types|All Armour Types]] Section above.&lt;br /&gt;
&lt;br /&gt;
===Light and Medium Armour Movement Penalties===&lt;br /&gt;
Priests do not suffer movement penalties for wearing light or medium armour.&lt;br /&gt;
&lt;br /&gt;
For a complete list of the various light and medium armour available, refer to: &lt;br /&gt;
[[Items#Armour|Armour Types]].&lt;br /&gt;
&lt;br /&gt;
===Piety===&lt;br /&gt;
Healing and anti-undead spells.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || minor heal self || M || Light heal on self&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || cure poison || AN || Cure poison on self or other&lt;br /&gt;
|-&lt;br /&gt;
| heal other || XM || Heal other player or creature&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 3 || armour || S || Temporarily increase defense +3&lt;br /&gt;
|-&lt;br /&gt;
| cure disease || ABC || Cure disease on self or other&lt;br /&gt;
|-&lt;br /&gt;
| 4 || fortitude || UM || Buff target +100 HP&lt;br /&gt;
|-&lt;br /&gt;
| 5 || greater armour || VS || Improved armour spell that gives +7 defense&lt;br /&gt;
|-&lt;br /&gt;
| 6 || greater heal self || VM || Fully restores HP&lt;br /&gt;
|-&lt;br /&gt;
| 7 || greater heal other || XVM || Fully heal other player or creature&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 8 || Resurrect || AC || Resurrect player&lt;br /&gt;
|-&lt;br /&gt;
| improved fortitude || VUM || Buff target for 150 HP&lt;br /&gt;
|}&lt;br /&gt;
*Vas Mani Cool off increases with class points over 125, to the tune of approx +1 sec per 10% over 125%, when a blessed mace is not equipped in the main hand. A 200% class suffers 15s Vas Mani cool off.&lt;br /&gt;
&lt;br /&gt;
===Divinity===&lt;br /&gt;
Divine spells to be used by priests.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || bless weapon || UY || Bless equipped mace&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || uncurse || AYQ || Uncurse item&lt;br /&gt;
|-&lt;br /&gt;
| power word pain || AMT || Damage over time on target&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 3 || summon insect plague || KHX || Summons 1 to 3 insect swarms on target&lt;br /&gt;
|-&lt;br /&gt;
| identify || WY || Identify item&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 4 || protection || SJ || Gives target protection from most status effects&lt;br /&gt;
|-&lt;br /&gt;
| detect traps || WJ || Gives caster the ability to see traps for a short period of time&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5 || truesight || WQ || Casts truesight on self or other&lt;br /&gt;
|-&lt;br /&gt;
| turn undead || AXC || Damages undead&lt;br /&gt;
|-&lt;br /&gt;
| earthquake II || IVPYII || Directional earthquake cone of effect. &lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6 || banish || AKX || Area effect that destroys all evil summons&lt;br /&gt;
|-&lt;br /&gt;
| summon sword golem || KXD || Summons a sword golem&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7 || divine hammer || IOY || Enchants and soulbinds any +0 mace to up to +6&lt;br /&gt;
|-&lt;br /&gt;
| flame strike || FG || Ranged attack with a 3x3 damage radius&lt;br /&gt;
|-&lt;br /&gt;
| 8 || greater power word pain || VAMT || Does a little more damage than AMT and has a 3x3 cast radius&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Player Character}}&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Priest&amp;diff=5663</id>
		<title>Priest</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Priest&amp;diff=5663"/>
		<updated>2025-03-24T07:45:04Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Priest Weapon Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Piety and Divinity===&lt;br /&gt;
Priests have two skills pertaining to the use of magic: Piety and Divinity.&lt;br /&gt;
&lt;br /&gt;
For details on these, refer to: [[Magic and Spellcasting]].&lt;br /&gt;
&lt;br /&gt;
===Priest Weapon Skills===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blessed Maces&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Bludgeoning&lt;br /&gt;
*Stat Dependent Damage Optimisation: 90% str / 10% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Thunderclap|Thunderclap]]&lt;br /&gt;
&lt;br /&gt;
Only by wielding a &amp;quot;blessed&amp;quot; mace will a priest be able to raise the blessed maces skill; wielding a non-blessed mace will instead raise the maces fighter skill. To bless a mace, a priest simply has to use the first circle [[Magic_and_Spellcasting#Divinity|Divinity]] UY (bless weapon) spell. (Note: in order to revert a blessed mace into a regular mace, simply use a cursed scroll of uncurse on it - but this process will not work when performed on house tiles.)&lt;br /&gt;
&lt;br /&gt;
It should also be noted the blessed maces skill is identical to the maces fighter skill except that in the case of blessed maces, you will not be able to use any of the other special moves that a fighter using the maces skill could. More specifically, even if a (dual-classed) priest had 100% in the Polearms skill and 100% in the Longswords skills, that priest would neither be able to execute [[Combat Abilities#Bloodbolt|Bloodbolt]] nor [[Combat Abilities#Flurry|Flurry]] respectively.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Socketed blessed staffs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Priests can also bless staves and wield them as if they were a blessed mace. Like mages, priests can socket their staffs with different gems to have additional effects. Blessed socketed staffs cause summoned sword golems to proc different effects on melee hit. &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;Socketing Effects&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Ruby&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Sapphire&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;Diamond&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Onyx&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Emerald&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| Sword golem || Red? ||  Blue? || White? || Black? || Green?&lt;br /&gt;
|-&lt;br /&gt;
| Plain gem || + fire ball ||  + slows || + clones || + vampyric bite || + poison&lt;br /&gt;
|-&lt;br /&gt;
| Polished gem || ???  || ???  || ???   || ???  || ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Process for socketing staffs is slightly more complicated for priests than for mages. &lt;br /&gt;
&lt;br /&gt;
1) Equip staff in main hand that you want to socket. Cannot be blessed already.&lt;br /&gt;
&lt;br /&gt;
2) Place gem that you want to socket on the ground. &lt;br /&gt;
&lt;br /&gt;
3) Use socketing wand on gem.&lt;br /&gt;
&lt;br /&gt;
4) Then cast Bless Weapon to bless your socketed staff. &lt;br /&gt;
&lt;br /&gt;
If you cast divine hammer on your socketed staff, it will remove the socketed gem as well as making the staff soul bound. Using a cursed socketing wand also removes the gem from your staff.&lt;br /&gt;
&lt;br /&gt;
===All Armour Types===&lt;br /&gt;
Like fighters, priests reap the full benefits of all 4 grades of armour: unarmed, light, medium and heavy. &lt;br /&gt;
&lt;br /&gt;
For details, refer to the [[Class_Skills#All_Armour_Types|All Armour Types]] Section above.&lt;br /&gt;
&lt;br /&gt;
===Light and Medium Armour Movement Penalties===&lt;br /&gt;
Priests do not suffer movement penalties for wearing light or medium armour.&lt;br /&gt;
&lt;br /&gt;
For a complete list of the various light and medium armour available, refer to: &lt;br /&gt;
[[Items#Armour|Armour Types]].&lt;br /&gt;
&lt;br /&gt;
===Piety===&lt;br /&gt;
Healing and anti-undead spells.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || minor heal self || M || Light heal on self&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || cure poison || AN || Cure poison on self or other&lt;br /&gt;
|-&lt;br /&gt;
| heal other || XM || Heal other player or creature&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 3 || armour || S || Temporarily increase defense +3&lt;br /&gt;
|-&lt;br /&gt;
| cure disease || ABC || Cure disease on self or other&lt;br /&gt;
|-&lt;br /&gt;
| 4 || fortitude || UM || Buff target +100 HP&lt;br /&gt;
|-&lt;br /&gt;
| 5 || greater armour || VS || Improved armour spell that gives +7 defense&lt;br /&gt;
|-&lt;br /&gt;
| 6 || greater heal self || VM || Fully restores HP&lt;br /&gt;
|-&lt;br /&gt;
| 7 || greater heal other || XVM || Fully heal other player or creature&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 8 || Resurrect || AC || Resurrect player&lt;br /&gt;
|-&lt;br /&gt;
| improved fortitude || VUM || Buff target for 150 HP&lt;br /&gt;
|}&lt;br /&gt;
*Vas Mani Cool off increases with class points over 125, to the tune of approx +1 sec per 10% over 125%, when a blessed mace is not equipped in the main hand. A 200% class suffers 15s Vas Mani cool off.&lt;br /&gt;
&lt;br /&gt;
===Divinity===&lt;br /&gt;
Divine spells to be used by priests.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || bless weapon || UY || Bless equipped mace&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || uncurse || AYQ || Uncurse item&lt;br /&gt;
|-&lt;br /&gt;
| power word pain || AMT || Damage over time on target&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 3 || summon insect plague || KHX || Summons 1 to 3 insect swarms on target&lt;br /&gt;
|-&lt;br /&gt;
| identify || WY || Identify item&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 4 || protection || SJ || Gives target protection from most status effects&lt;br /&gt;
|-&lt;br /&gt;
| detect traps || WJ || Gives caster the ability to see traps for a short period of time&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5 || truesight || WQ || Casts truesight on self or other&lt;br /&gt;
|-&lt;br /&gt;
| turn || AXC || Damages undead&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6 || banish || AKX || Area effect that destroys all evil summons&lt;br /&gt;
|-&lt;br /&gt;
| summon sword golem || KXD || Summons a sword golem&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7 || divine hammer || IOY || Enchants and soulbinds any +0 mace to up to +6&lt;br /&gt;
|-&lt;br /&gt;
| flame strike || FG || Ranged attack with a 3x3 damage radius&lt;br /&gt;
|-&lt;br /&gt;
| 8 || greater power word pain || VAMT || Does a little more damage than AMT and has a 3x3 cast radius&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Player Character}}&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Priest&amp;diff=5662</id>
		<title>Priest</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Priest&amp;diff=5662"/>
		<updated>2025-03-24T07:44:32Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Priest Weapon Skills */ added details on socketing staffs for priests&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Piety and Divinity===&lt;br /&gt;
Priests have two skills pertaining to the use of magic: Piety and Divinity.&lt;br /&gt;
&lt;br /&gt;
For details on these, refer to: [[Magic and Spellcasting]].&lt;br /&gt;
&lt;br /&gt;
===Priest Weapon Skills===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blessed Maces&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Bludgeoning&lt;br /&gt;
*Stat Dependent Damage Optimisation: 90% str / 10% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Thunderclap|Thunderclap]]&lt;br /&gt;
&lt;br /&gt;
Only by wielding a &amp;quot;blessed&amp;quot; mace will a priest be able to raise the blessed maces skill; wielding a non-blessed mace will instead raise the maces fighter skill. To bless a mace, a priest simply has to use the first circle [[Magic_and_Spellcasting#Divinity|Divinity]] UY (bless weapon) spell. (Note: in order to revert a blessed mace into a regular mace, simply use a cursed scroll of uncurse on it - but this process will not work when performed on house tiles.)&lt;br /&gt;
&lt;br /&gt;
It should also be noted the blessed maces skill is identical to the maces fighter skill except that in the case of blessed maces, you will not be able to use any of the other special moves that a fighter using the maces skill could. More specifically, even if a (dual-classed) priest had 100% in the Polearms skill and 100% in the Longswords skills, that priest would neither be able to execute [[Combat Abilities#Bloodbolt|Bloodbolt]] nor [[Combat Abilities#Flurry|Flurry]] respectively.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Socketed blessed staffs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Priests can also bless staves and wield them as if they were a blessed mace. Like mages, priests can socket their staffs with different gems to have additional effects. Blessed socketed staffs cause summoned sword golems to proc different effects on melee hit. &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;Socketing Effects&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Ruby&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Sapphire&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;Diamond&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Onyx&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Emerald&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| Sword golem || Red? ||  Blue? || White? || Black? || Green?&lt;br /&gt;
|-&lt;br /&gt;
| Plain gem || + fire ball ||  + slows || + clones || + vampyric bite || + poison&lt;br /&gt;
|-&lt;br /&gt;
| Polished gem || ???  || ???  || ???   || ???  || ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Process for socketing staffs is slightly more complicated for priests than for mages. &lt;br /&gt;
&lt;br /&gt;
1) Equip staff in main hand that you want to socket. Cannot be blessed already.&lt;br /&gt;
2) Place gem that you want to socket on the ground. &lt;br /&gt;
3) Use socketing wand on gem.&lt;br /&gt;
4) Then cast Bless Weapon to bless your socketed staff. &lt;br /&gt;
&lt;br /&gt;
If you cast divine hammer on your socketed staff, it will remove the socketed gem as well as making the staff soul bound. Using a cursed socketing wand also removes the gem from your staff.&lt;br /&gt;
&lt;br /&gt;
===All Armour Types===&lt;br /&gt;
Like fighters, priests reap the full benefits of all 4 grades of armour: unarmed, light, medium and heavy. &lt;br /&gt;
&lt;br /&gt;
For details, refer to the [[Class_Skills#All_Armour_Types|All Armour Types]] Section above.&lt;br /&gt;
&lt;br /&gt;
===Light and Medium Armour Movement Penalties===&lt;br /&gt;
Priests do not suffer movement penalties for wearing light or medium armour.&lt;br /&gt;
&lt;br /&gt;
For a complete list of the various light and medium armour available, refer to: &lt;br /&gt;
[[Items#Armour|Armour Types]].&lt;br /&gt;
&lt;br /&gt;
===Piety===&lt;br /&gt;
Healing and anti-undead spells.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || minor heal self || M || Light heal on self&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || cure poison || AN || Cure poison on self or other&lt;br /&gt;
|-&lt;br /&gt;
| heal other || XM || Heal other player or creature&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 3 || armour || S || Temporarily increase defense +3&lt;br /&gt;
|-&lt;br /&gt;
| cure disease || ABC || Cure disease on self or other&lt;br /&gt;
|-&lt;br /&gt;
| 4 || fortitude || UM || Buff target +100 HP&lt;br /&gt;
|-&lt;br /&gt;
| 5 || greater armour || VS || Improved armour spell that gives +7 defense&lt;br /&gt;
|-&lt;br /&gt;
| 6 || greater heal self || VM || Fully restores HP&lt;br /&gt;
|-&lt;br /&gt;
| 7 || greater heal other || XVM || Fully heal other player or creature&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 8 || Resurrect || AC || Resurrect player&lt;br /&gt;
|-&lt;br /&gt;
| improved fortitude || VUM || Buff target for 150 HP&lt;br /&gt;
|}&lt;br /&gt;
*Vas Mani Cool off increases with class points over 125, to the tune of approx +1 sec per 10% over 125%, when a blessed mace is not equipped in the main hand. A 200% class suffers 15s Vas Mani cool off.&lt;br /&gt;
&lt;br /&gt;
===Divinity===&lt;br /&gt;
Divine spells to be used by priests.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || bless weapon || UY || Bless equipped mace&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || uncurse || AYQ || Uncurse item&lt;br /&gt;
|-&lt;br /&gt;
| power word pain || AMT || Damage over time on target&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 3 || summon insect plague || KHX || Summons 1 to 3 insect swarms on target&lt;br /&gt;
|-&lt;br /&gt;
| identify || WY || Identify item&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 4 || protection || SJ || Gives target protection from most status effects&lt;br /&gt;
|-&lt;br /&gt;
| detect traps || WJ || Gives caster the ability to see traps for a short period of time&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5 || truesight || WQ || Casts truesight on self or other&lt;br /&gt;
|-&lt;br /&gt;
| turn || AXC || Damages undead&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6 || banish || AKX || Area effect that destroys all evil summons&lt;br /&gt;
|-&lt;br /&gt;
| summon sword golem || KXD || Summons a sword golem&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7 || divine hammer || IOY || Enchants and soulbinds any +0 mace to up to +6&lt;br /&gt;
|-&lt;br /&gt;
| flame strike || FG || Ranged attack with a 3x3 damage radius&lt;br /&gt;
|-&lt;br /&gt;
| 8 || greater power word pain || VAMT || Does a little more damage than AMT and has a 3x3 cast radius&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Player Character}}&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Priest&amp;diff=5661</id>
		<title>Priest</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Priest&amp;diff=5661"/>
		<updated>2025-03-24T07:22:13Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Priest Weapon Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Piety and Divinity===&lt;br /&gt;
Priests have two skills pertaining to the use of magic: Piety and Divinity.&lt;br /&gt;
&lt;br /&gt;
For details on these, refer to: [[Magic and Spellcasting]].&lt;br /&gt;
&lt;br /&gt;
===Priest Weapon Skills===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blessed Maces&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Bludgeoning&lt;br /&gt;
*Stat Dependent Damage Optimisation: 90% str / 10% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Thunderclap|Thunderclap]]&lt;br /&gt;
&lt;br /&gt;
Only by wielding a &amp;quot;blessed&amp;quot; mace will a priest be able to raise the blessed maces skill; wielding a non-blessed mace will instead raise the maces fighter skill. To bless a mace, a priest simply has to use the first circle [[Magic_and_Spellcasting#Divinity|Divinity]] UY (bless weapon) spell. (Note: in order to revert a blessed mace into a regular mace, simply use a cursed scroll of uncurse on it - but this process will not work when performed on house tiles.)&lt;br /&gt;
&lt;br /&gt;
It should also be noted the blessed maces skill is identical to the maces fighter skill except that in the case of blessed maces, you will not be able to use any of the other special moves that a fighter using the maces skill could. More specifically, even if a (dual-classed) priest had 100% in the Polearms skill and 100% in the Longswords skills, that priest would neither be able to execute [[Combat Abilities#Bloodbolt|Bloodbolt]] nor [[Combat Abilities#Flurry|Flurry]] respectively.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Socketed blessed staffs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Priests can also bless staves and wield them as if they were a blessed mace. Like mages, priests can socket their blessed staffs with different gems to have additional effects. Blessed socketed staffs cause summoned sword golems to proc different effects on melee hit. &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;Socketing Effects&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Ruby&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Sapphire&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;Diamond&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Onyx&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Emerald&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| Sword golem || Red? ||  Blue? || White? || Black? || Green?&lt;br /&gt;
|-&lt;br /&gt;
| Plain gem || + fire ball ||  + slows || + clones || + vampyric bite || + poison&lt;br /&gt;
|-&lt;br /&gt;
| Polished gem || ???  || ???  || ???   || ???  || ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you bless your socketed staff, it will remove the socketed gem.&lt;br /&gt;
&lt;br /&gt;
===All Armour Types===&lt;br /&gt;
Like fighters, priests reap the full benefits of all 4 grades of armour: unarmed, light, medium and heavy. &lt;br /&gt;
&lt;br /&gt;
For details, refer to the [[Class_Skills#All_Armour_Types|All Armour Types]] Section above.&lt;br /&gt;
&lt;br /&gt;
===Light and Medium Armour Movement Penalties===&lt;br /&gt;
Priests do not suffer movement penalties for wearing light or medium armour.&lt;br /&gt;
&lt;br /&gt;
For a complete list of the various light and medium armour available, refer to: &lt;br /&gt;
[[Items#Armour|Armour Types]].&lt;br /&gt;
&lt;br /&gt;
===Piety===&lt;br /&gt;
Healing and anti-undead spells.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || minor heal self || M || Light heal on self&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || cure poison || AN || Cure poison on self or other&lt;br /&gt;
|-&lt;br /&gt;
| heal other || XM || Heal other player or creature&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 3 || armour || S || Temporarily increase defense +3&lt;br /&gt;
|-&lt;br /&gt;
| cure disease || ABC || Cure disease on self or other&lt;br /&gt;
|-&lt;br /&gt;
| 4 || fortitude || UM || Buff target +100 HP&lt;br /&gt;
|-&lt;br /&gt;
| 5 || greater armour || VS || Improved armour spell that gives +7 defense&lt;br /&gt;
|-&lt;br /&gt;
| 6 || greater heal self || VM || Fully restores HP&lt;br /&gt;
|-&lt;br /&gt;
| 7 || greater heal other || XVM || Fully heal other player or creature&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 8 || Resurrect || AC || Resurrect player&lt;br /&gt;
|-&lt;br /&gt;
| improved fortitude || VUM || Buff target for 150 HP&lt;br /&gt;
|}&lt;br /&gt;
*Vas Mani Cool off increases with class points over 125, to the tune of approx +1 sec per 10% over 125%, when a blessed mace is not equipped in the main hand. A 200% class suffers 15s Vas Mani cool off.&lt;br /&gt;
&lt;br /&gt;
===Divinity===&lt;br /&gt;
Divine spells to be used by priests.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || bless weapon || UY || Bless equipped mace&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || uncurse || AYQ || Uncurse item&lt;br /&gt;
|-&lt;br /&gt;
| power word pain || AMT || Damage over time on target&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 3 || summon insect plague || KHX || Summons 1 to 3 insect swarms on target&lt;br /&gt;
|-&lt;br /&gt;
| identify || WY || Identify item&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 4 || protection || SJ || Gives target protection from most status effects&lt;br /&gt;
|-&lt;br /&gt;
| detect traps || WJ || Gives caster the ability to see traps for a short period of time&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5 || truesight || WQ || Casts truesight on self or other&lt;br /&gt;
|-&lt;br /&gt;
| turn || AXC || Damages undead&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6 || banish || AKX || Area effect that destroys all evil summons&lt;br /&gt;
|-&lt;br /&gt;
| summon sword golem || KXD || Summons a sword golem&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7 || divine hammer || IOY || Enchants and soulbinds any +0 mace to up to +6&lt;br /&gt;
|-&lt;br /&gt;
| flame strike || FG || Ranged attack with a 3x3 damage radius&lt;br /&gt;
|-&lt;br /&gt;
| 8 || greater power word pain || VAMT || Does a little more damage than AMT and has a 3x3 cast radius&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Player Character}}&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Mage&amp;diff=5660</id>
		<title>Mage</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Mage&amp;diff=5660"/>
		<updated>2025-03-24T07:19:59Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Mage equipment */ more details on upgrading socketed staffs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mage Introduction==&lt;br /&gt;
 &lt;br /&gt;
Mages are powerhouses of damage dealing, but with the typical characteristics of having low HP and defenses they tend to prefer staying in the background, preferably behind a very strong fighter or priest. &lt;br /&gt;
 &lt;br /&gt;
However, a powerful mage is not all about their damage output - they also have a wide repertoire of utility spells that will guide them well in their adventuring and dungeon crawling.&lt;br /&gt;
 &lt;br /&gt;
===Mage equipment===&lt;br /&gt;
 &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Mage&amp;#039;s Staff&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&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;
*decreased spell cool downs&lt;br /&gt;
*less mana used per spell&lt;br /&gt;
*staff materials affect spell damages, see [[Item_Materials]] for their effects.&lt;br /&gt;
*staves of slaying (ie Staff of attack + 1, etc) give increased damage to offensive spells&lt;br /&gt;
*increased mana regeneration rate (including during meditation)&lt;br /&gt;
&lt;br /&gt;
A spellcaster&amp;#039;s staff can be improved or modified with Enchanting, Druid transfer enchantment spell, or Socketing with special gems. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Socketing staffs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Mage spell casters who equip a socketed staff and then use the polymorph spell have the following effects.&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;Socketing Effects&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Ruby&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Sapphire&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;Diamond&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Onyx&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Emerald&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| Dragon polymorph colour || Red ||  Blue || White || Black || Green&lt;br /&gt;
|-&lt;br /&gt;
| Plain gem || +20% resistance to fire ||  +20% resistance to lightning || +20% resistance to arcane magic^ || +25% resistance to vamp attacks || immunity to hex&lt;br /&gt;
|-&lt;br /&gt;
| Polished gem^^ ||  +20% damage to fire spells || +20% damage to lightning spells  ||  +20% damage to arcane magic  ||  +50% hp gained by vamp spells || +100% INH initial damage&lt;br /&gt;
|}&lt;br /&gt;
^arcane spells that don&amp;#039;t have an aspect such as fire, cold, electricity, etc. Examples are AM, VAM, IJO and HoB. &lt;br /&gt;
^^upgrading to a polished gem gives you both effects of the plain gem and the polished gem&lt;br /&gt;
&lt;br /&gt;
To socket a staff, the mage needs to have a socketing wand and a normal gem. To upgrade the staff, you need to use an improved socketing wand and a polished gem on the already socket staff. While gems can not typically be removed from a staff once socketed, cursed wands cause an embedded gem to shatter. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Staves&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
While spellcasting is the mage&amp;#039;s preferred method of operation, but in desperate cases the mage may have to use their staff as a melee weapon against magically resistant targets. &lt;br /&gt;
&lt;br /&gt;
*Damage type: Bludgeon&lt;br /&gt;
*Stat Dependent Damage Optimisation: 50% strength/50% dexterity&lt;br /&gt;
*Default Special Move: [[Combat Abilities#MR Cleave|MR Cleave]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Armour &amp;amp; Equipment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Mages benefit from wearing unarmoured equipment such as robes or monk gi, and have increased spell cooldowns when wearing light, medium and heavy armour.&lt;br /&gt;
&lt;br /&gt;
Mages also benefit from wearing equipment with vigour enchantments, which increases mana regeneration during meditation.&lt;br /&gt;
&lt;br /&gt;
===Magery===&lt;br /&gt;
The Magery skill utility spells, ranging from light to summon daemon giving the mage a wide selection of tools at their disposal.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039; runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || small light || IL  || Create a small lightsource&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || locate || IW  || Display position within current map as co-ordinates&lt;br /&gt;
|-&lt;br /&gt;
| minor summon || KBX || Summon a spider&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3 || unlock || EP  || Unlocks a door or chest&lt;br /&gt;
|-&lt;br /&gt;
| reveal || AQ  || Reveals invisible and hidden creatures&lt;br /&gt;
|-&lt;br /&gt;
| soul trap || IMJ || Soul trap (see [[Enchanting]])&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; | 4 || greater light || VL  || Create a large light source&lt;br /&gt;
|-&lt;br /&gt;
| speed || EU  || Temporarily increase your dexterity (30% of your Int - max is 100 Dex)&lt;br /&gt;
|-&lt;br /&gt;
| recall || KOP || Recall (teleport to the place where you last cast the Mark spell)&lt;br /&gt;
|-&lt;br /&gt;
| invisibility || SL  || Short term invisibility&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;5&amp;quot; | 5 || mark || KPY || Mark (to be teleported to at a later time with the Recall spell)&lt;br /&gt;
|-&lt;br /&gt;
| paralyse || AEP || Paralyze opponent&lt;br /&gt;
|-&lt;br /&gt;
| blink || IP  || Blink (teleport in a straight line in any direction)&lt;br /&gt;
|-&lt;br /&gt;
| summon || KX  ||  Summon creature (the strength of which increases with your intelligence)&lt;br /&gt;
|-&lt;br /&gt;
| lighter load || VEU || Increases carrying capacity up to 300&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6 || charm || AXE || Charm creature&lt;br /&gt;
|-&lt;br /&gt;
| confuse || QAW || Create mass confusion among enemies&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;3&amp;quot; | 7 || greater invisibility || VSL || Longer lasting invisibility&lt;br /&gt;
|-&lt;br /&gt;
| clone || KXQ || Clone creature&lt;br /&gt;
|-&lt;br /&gt;
| greater soul trap || VIMJ || Area effect soul trap&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;3&amp;quot; | 8 || polymorph || VYR || Polymorph self into a dragon &lt;br /&gt;
|-&lt;br /&gt;
| summon dragon || KVX || Summon a dragon (the color of which depends on your intelligence)&lt;br /&gt;
|-&lt;br /&gt;
| summon daemon || KXC || Summon a daemon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sorcery===&lt;br /&gt;
Fire balls, magic missiles and chain lightning - the arsenal of a Mage is vast and deadly.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || minor harm || AM || Basic adjacent attack&lt;br /&gt;
|-&lt;br /&gt;
| 2 || magic missile || GP || Basic ranged magic attack&lt;br /&gt;
|-&lt;br /&gt;
| 3 || greater harm || VAM || Improved adjacent attack&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 4 || hex || XJ || Polymorph other into a rat&lt;br /&gt;
|-&lt;br /&gt;
| poison wind || INH || Cone of poison&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 valign=&amp;quot;top&amp;quot; | 5 || lightning || OG || Lightning attack on single target&lt;br /&gt;
|-&lt;br /&gt;
| earthquake || IVPY || Earthquake (AOE ground attack)&lt;br /&gt;
|-&lt;br /&gt;
| vampyric bite || XMP || Vampyric attack, regains HP&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6 || fireball || VF || Powerful ranged attack&lt;br /&gt;
|-&lt;br /&gt;
| sleep wind || IZH || Cone of sleep&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7 || chain lightning || VOG || Lightning attack on multiple targets&lt;br /&gt;
|-&lt;br /&gt;
| mana burn || IJO || Damages spell using enemies mana&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 8 || kill || XC || Very powerful ranged attack&lt;br /&gt;
|-&lt;br /&gt;
| flame wind || IFH || Cone of fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Player Character}}&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Mage&amp;diff=5659</id>
		<title>Mage</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Mage&amp;diff=5659"/>
		<updated>2025-03-24T07:14:15Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Mage equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mage Introduction==&lt;br /&gt;
 &lt;br /&gt;
Mages are powerhouses of damage dealing, but with the typical characteristics of having low HP and defenses they tend to prefer staying in the background, preferably behind a very strong fighter or priest. &lt;br /&gt;
 &lt;br /&gt;
However, a powerful mage is not all about their damage output - they also have a wide repertoire of utility spells that will guide them well in their adventuring and dungeon crawling.&lt;br /&gt;
 &lt;br /&gt;
===Mage equipment===&lt;br /&gt;
 &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Mage&amp;#039;s Staff&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&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;
*decreased spell cool downs&lt;br /&gt;
*less mana used per spell&lt;br /&gt;
*staff materials affect spell damages, see [[Item_Materials]] for their effects.&lt;br /&gt;
*staves of slaying (ie Staff of attack + 1, etc) give increased damage to offensive spells&lt;br /&gt;
*increased mana regeneration rate (including during meditation)&lt;br /&gt;
&lt;br /&gt;
A spellcaster&amp;#039;s staff can be improved or modified with Enchanting, Druid transfer enchantment spell, or Socketing with special gems. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Socketing staffs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Mage spell casters who equip a socketed staff and then use the polymorph spell have the following effects.&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;Socketing Effects&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Ruby&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Sapphire&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;Diamond&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Onyx&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Emerald&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| Dragon polymorph colour || Red ||  Blue || White || Black || Green&lt;br /&gt;
|-&lt;br /&gt;
| Plain gem || +20% resistance to fire ||  +20% resistance to lightning || +20% resistance to regular magic^ || +25% resistance to vamp attacks || immunity to hex&lt;br /&gt;
|-&lt;br /&gt;
| Polished gem^^ ||  +20% damage to fire spells || +20% damage to lightning spells  ||  +20% damage to regular magic  ||  +50% hp gained by vamp spells || +100% INH initial damage&lt;br /&gt;
|}&lt;br /&gt;
^spells that don&amp;#039;t have an aspect such as fire, cold, electricity, etc.&lt;br /&gt;
^^upgrading to a polished gem gives you both effects of the plain gem and the polished gem&lt;br /&gt;
&lt;br /&gt;
To socket a staff, the mage needs to have a socketing wand or an improved socketing wand, and the corresponding quality gem. While gems can not typically be removed from a staff once socketed, cursed wands cause an embedded gem to shatter. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Staves&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
While spellcasting is the mage&amp;#039;s preferred method of operation, but in desperate cases the mage may have to use their staff as a melee weapon against magically resistant targets. &lt;br /&gt;
&lt;br /&gt;
*Damage type: Bludgeon&lt;br /&gt;
*Stat Dependent Damage Optimisation: 50% strength/50% dexterity&lt;br /&gt;
*Default Special Move: [[Combat Abilities#MR Cleave|MR Cleave]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Armour &amp;amp; Equipment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Mages benefit from wearing unarmoured equipment such as robes or monk gi, and have increased spell cooldowns when wearing light, medium and heavy armour.&lt;br /&gt;
&lt;br /&gt;
Mages also benefit from wearing equipment with vigour enchantments, which increases mana regeneration during meditation.&lt;br /&gt;
&lt;br /&gt;
===Magery===&lt;br /&gt;
The Magery skill utility spells, ranging from light to summon daemon giving the mage a wide selection of tools at their disposal.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039; runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || small light || IL  || Create a small lightsource&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || locate || IW  || Display position within current map as co-ordinates&lt;br /&gt;
|-&lt;br /&gt;
| minor summon || KBX || Summon a spider&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3 || unlock || EP  || Unlocks a door or chest&lt;br /&gt;
|-&lt;br /&gt;
| reveal || AQ  || Reveals invisible and hidden creatures&lt;br /&gt;
|-&lt;br /&gt;
| soul trap || IMJ || Soul trap (see [[Enchanting]])&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; | 4 || greater light || VL  || Create a large light source&lt;br /&gt;
|-&lt;br /&gt;
| speed || EU  || Temporarily increase your dexterity (30% of your Int - max is 100 Dex)&lt;br /&gt;
|-&lt;br /&gt;
| recall || KOP || Recall (teleport to the place where you last cast the Mark spell)&lt;br /&gt;
|-&lt;br /&gt;
| invisibility || SL  || Short term invisibility&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;5&amp;quot; | 5 || mark || KPY || Mark (to be teleported to at a later time with the Recall spell)&lt;br /&gt;
|-&lt;br /&gt;
| paralyse || AEP || Paralyze opponent&lt;br /&gt;
|-&lt;br /&gt;
| blink || IP  || Blink (teleport in a straight line in any direction)&lt;br /&gt;
|-&lt;br /&gt;
| summon || KX  ||  Summon creature (the strength of which increases with your intelligence)&lt;br /&gt;
|-&lt;br /&gt;
| lighter load || VEU || Increases carrying capacity up to 300&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6 || charm || AXE || Charm creature&lt;br /&gt;
|-&lt;br /&gt;
| confuse || QAW || Create mass confusion among enemies&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;3&amp;quot; | 7 || greater invisibility || VSL || Longer lasting invisibility&lt;br /&gt;
|-&lt;br /&gt;
| clone || KXQ || Clone creature&lt;br /&gt;
|-&lt;br /&gt;
| greater soul trap || VIMJ || Area effect soul trap&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;3&amp;quot; | 8 || polymorph || VYR || Polymorph self into a dragon &lt;br /&gt;
|-&lt;br /&gt;
| summon dragon || KVX || Summon a dragon (the color of which depends on your intelligence)&lt;br /&gt;
|-&lt;br /&gt;
| summon daemon || KXC || Summon a daemon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sorcery===&lt;br /&gt;
Fire balls, magic missiles and chain lightning - the arsenal of a Mage is vast and deadly.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || minor harm || AM || Basic adjacent attack&lt;br /&gt;
|-&lt;br /&gt;
| 2 || magic missile || GP || Basic ranged magic attack&lt;br /&gt;
|-&lt;br /&gt;
| 3 || greater harm || VAM || Improved adjacent attack&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 4 || hex || XJ || Polymorph other into a rat&lt;br /&gt;
|-&lt;br /&gt;
| poison wind || INH || Cone of poison&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 valign=&amp;quot;top&amp;quot; | 5 || lightning || OG || Lightning attack on single target&lt;br /&gt;
|-&lt;br /&gt;
| earthquake || IVPY || Earthquake (AOE ground attack)&lt;br /&gt;
|-&lt;br /&gt;
| vampyric bite || XMP || Vampyric attack, regains HP&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6 || fireball || VF || Powerful ranged attack&lt;br /&gt;
|-&lt;br /&gt;
| sleep wind || IZH || Cone of sleep&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7 || chain lightning || VOG || Lightning attack on multiple targets&lt;br /&gt;
|-&lt;br /&gt;
| mana burn || IJO || Damages spell using enemies mana&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 8 || kill || XC || Very powerful ranged attack&lt;br /&gt;
|-&lt;br /&gt;
| flame wind || IFH || Cone of fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Player Character}}&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Mage&amp;diff=5658</id>
		<title>Mage</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Mage&amp;diff=5658"/>
		<updated>2025-03-24T07:12:47Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Mage equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mage Introduction==&lt;br /&gt;
 &lt;br /&gt;
Mages are powerhouses of damage dealing, but with the typical characteristics of having low HP and defenses they tend to prefer staying in the background, preferably behind a very strong fighter or priest. &lt;br /&gt;
 &lt;br /&gt;
However, a powerful mage is not all about their damage output - they also have a wide repertoire of utility spells that will guide them well in their adventuring and dungeon crawling.&lt;br /&gt;
 &lt;br /&gt;
===Mage equipment===&lt;br /&gt;
 &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Mage&amp;#039;s Staff&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&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;
*decreased spell cool downs&lt;br /&gt;
*less mana used per spell&lt;br /&gt;
*staff materials affect spell damages, see [[Item_Materials]] for their effects.&lt;br /&gt;
*staves of slaying (ie Staff of attack + 1, etc) give increased damage to offensive spells&lt;br /&gt;
*increased mana regeneration rate (including during meditation)&lt;br /&gt;
&lt;br /&gt;
A spellcaster&amp;#039;s staff can be improved or modified with Enchanting, Druid transfer enchantment spell, or Socketing with special gems. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Socketing staffs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Mage spell casters who equip a socketed staff and then use the polymorph spell have the following effects.&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;Socketing Effects&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Ruby&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Sapphire&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;Diamond&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Onyx&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Emerald&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| Dragon polymorph colour || Red ||  Blue || White || Black || Green&lt;br /&gt;
|-&lt;br /&gt;
| Plain gem || +20% resistance to fire ||  +20% resistance to lightning || +20% resistance to regular magic^ || +25% resistance to vamp attacks || immunity to hex&lt;br /&gt;
|-&lt;br /&gt;
| Polished gem** ||  +20% damage to fire spells || +20% damage to lightning spells  ||  +20% damage to regular magic  ||  +50% hp gained by vamp spells || +100% INH initial damage&lt;br /&gt;
|}&lt;br /&gt;
^spells that don&amp;#039;t have an aspect such as fire, cold, electricity, etc.&lt;br /&gt;
**upgrading to a polished gem gives you both effects of the plain gem and the polished gem&lt;br /&gt;
&lt;br /&gt;
To socket a staff, the mage needs to have a socketing wand or an improved socketing wand, and the corresponding quality gem. While gems can not typically be removed from a staff once socketed, cursed wands cause an embedded gem to shatter. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Staves&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
While spellcasting is the mage&amp;#039;s preferred method of operation, but in desperate cases the mage may have to use their staff as a melee weapon against magically resistant targets. &lt;br /&gt;
&lt;br /&gt;
*Damage type: Bludgeon&lt;br /&gt;
*Stat Dependent Damage Optimisation: 50% strength/50% dexterity&lt;br /&gt;
*Default Special Move: [[Combat Abilities#MR Cleave|MR Cleave]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Armour &amp;amp; Equipment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Mages benefit from wearing unarmoured equipment such as robes or monk gi, and have increased spell cooldowns when wearing light, medium and heavy armour.&lt;br /&gt;
&lt;br /&gt;
Mages also benefit from wearing equipment with vigour enchantments, which increases mana regeneration during meditation.&lt;br /&gt;
&lt;br /&gt;
===Magery===&lt;br /&gt;
The Magery skill utility spells, ranging from light to summon daemon giving the mage a wide selection of tools at their disposal.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039; runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || small light || IL  || Create a small lightsource&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || locate || IW  || Display position within current map as co-ordinates&lt;br /&gt;
|-&lt;br /&gt;
| minor summon || KBX || Summon a spider&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3 || unlock || EP  || Unlocks a door or chest&lt;br /&gt;
|-&lt;br /&gt;
| reveal || AQ  || Reveals invisible and hidden creatures&lt;br /&gt;
|-&lt;br /&gt;
| soul trap || IMJ || Soul trap (see [[Enchanting]])&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; | 4 || greater light || VL  || Create a large light source&lt;br /&gt;
|-&lt;br /&gt;
| speed || EU  || Temporarily increase your dexterity (30% of your Int - max is 100 Dex)&lt;br /&gt;
|-&lt;br /&gt;
| recall || KOP || Recall (teleport to the place where you last cast the Mark spell)&lt;br /&gt;
|-&lt;br /&gt;
| invisibility || SL  || Short term invisibility&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;5&amp;quot; | 5 || mark || KPY || Mark (to be teleported to at a later time with the Recall spell)&lt;br /&gt;
|-&lt;br /&gt;
| paralyse || AEP || Paralyze opponent&lt;br /&gt;
|-&lt;br /&gt;
| blink || IP  || Blink (teleport in a straight line in any direction)&lt;br /&gt;
|-&lt;br /&gt;
| summon || KX  ||  Summon creature (the strength of which increases with your intelligence)&lt;br /&gt;
|-&lt;br /&gt;
| lighter load || VEU || Increases carrying capacity up to 300&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6 || charm || AXE || Charm creature&lt;br /&gt;
|-&lt;br /&gt;
| confuse || QAW || Create mass confusion among enemies&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;3&amp;quot; | 7 || greater invisibility || VSL || Longer lasting invisibility&lt;br /&gt;
|-&lt;br /&gt;
| clone || KXQ || Clone creature&lt;br /&gt;
|-&lt;br /&gt;
| greater soul trap || VIMJ || Area effect soul trap&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;3&amp;quot; | 8 || polymorph || VYR || Polymorph self into a dragon &lt;br /&gt;
|-&lt;br /&gt;
| summon dragon || KVX || Summon a dragon (the color of which depends on your intelligence)&lt;br /&gt;
|-&lt;br /&gt;
| summon daemon || KXC || Summon a daemon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sorcery===&lt;br /&gt;
Fire balls, magic missiles and chain lightning - the arsenal of a Mage is vast and deadly.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || minor harm || AM || Basic adjacent attack&lt;br /&gt;
|-&lt;br /&gt;
| 2 || magic missile || GP || Basic ranged magic attack&lt;br /&gt;
|-&lt;br /&gt;
| 3 || greater harm || VAM || Improved adjacent attack&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 4 || hex || XJ || Polymorph other into a rat&lt;br /&gt;
|-&lt;br /&gt;
| poison wind || INH || Cone of poison&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 valign=&amp;quot;top&amp;quot; | 5 || lightning || OG || Lightning attack on single target&lt;br /&gt;
|-&lt;br /&gt;
| earthquake || IVPY || Earthquake (AOE ground attack)&lt;br /&gt;
|-&lt;br /&gt;
| vampyric bite || XMP || Vampyric attack, regains HP&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6 || fireball || VF || Powerful ranged attack&lt;br /&gt;
|-&lt;br /&gt;
| sleep wind || IZH || Cone of sleep&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7 || chain lightning || VOG || Lightning attack on multiple targets&lt;br /&gt;
|-&lt;br /&gt;
| mana burn || IJO || Damages spell using enemies mana&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 8 || kill || XC || Very powerful ranged attack&lt;br /&gt;
|-&lt;br /&gt;
| flame wind || IFH || Cone of fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Player Character}}&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Priest&amp;diff=5657</id>
		<title>Priest</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Priest&amp;diff=5657"/>
		<updated>2025-03-24T07:11:54Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Priest Weapon Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Piety and Divinity===&lt;br /&gt;
Priests have two skills pertaining to the use of magic: Piety and Divinity.&lt;br /&gt;
&lt;br /&gt;
For details on these, refer to: [[Magic and Spellcasting]].&lt;br /&gt;
&lt;br /&gt;
===Priest Weapon Skills===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blessed Maces&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Bludgeoning&lt;br /&gt;
*Stat Dependent Damage Optimisation: 90% str / 10% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Thunderclap|Thunderclap]]&lt;br /&gt;
&lt;br /&gt;
Only by wielding a &amp;quot;blessed&amp;quot; mace will a priest be able to raise the blessed maces skill; wielding a non-blessed mace will instead raise the maces fighter skill. To bless a mace, a priest simply has to use the first circle [[Magic_and_Spellcasting#Divinity|Divinity]] UY (bless weapon) spell. (Note: in order to revert a blessed mace into a regular mace, simply use a cursed scroll of uncurse on it - but this process will not work when performed on house tiles.)&lt;br /&gt;
&lt;br /&gt;
It should also be noted the blessed maces skill is identical to the maces fighter skill except that in the case of blessed maces, you will not be able to use any of the other special moves that a fighter using the maces skill could. More specifically, even if a (dual-classed) priest had 100% in the Polearms skill and 100% in the Longswords skills, that priest would neither be able to execute [[Combat Abilities#Bloodbolt|Bloodbolt]] nor [[Combat Abilities#Flurry|Flurry]] respectively.&lt;br /&gt;
&lt;br /&gt;
Priests can also bless staves and wield them as if they were a blessed mace.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Socketed blessed staffs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Like mages, priests can socket their blessed staffs to have additional effects. Blessed socketed staffs cause summoned sword golems to proc different effects on melee. &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;Socketing Effects&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Ruby&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Sapphire&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;Diamond&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Onyx&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Emerald&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| Sword golem || Red? ||  Blue? || White? || Black? || Green?&lt;br /&gt;
|-&lt;br /&gt;
| Plain gem || + fire ball ||  + slows || + clones || + vampyric bite || + poison&lt;br /&gt;
|-&lt;br /&gt;
| Polished gem || ???  || ???  || ???   || ???  || ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you bless your socketed staff, it will remove the socketed gem.&lt;br /&gt;
&lt;br /&gt;
===All Armour Types===&lt;br /&gt;
Like fighters, priests reap the full benefits of all 4 grades of armour: unarmed, light, medium and heavy. &lt;br /&gt;
&lt;br /&gt;
For details, refer to the [[Class_Skills#All_Armour_Types|All Armour Types]] Section above.&lt;br /&gt;
&lt;br /&gt;
===Light and Medium Armour Movement Penalties===&lt;br /&gt;
Priests do not suffer movement penalties for wearing light or medium armour.&lt;br /&gt;
&lt;br /&gt;
For a complete list of the various light and medium armour available, refer to: &lt;br /&gt;
[[Items#Armour|Armour Types]].&lt;br /&gt;
&lt;br /&gt;
===Piety===&lt;br /&gt;
Healing and anti-undead spells.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || minor heal self || M || Light heal on self&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || cure poison || AN || Cure poison on self or other&lt;br /&gt;
|-&lt;br /&gt;
| heal other || XM || Heal other player or creature&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 3 || armour || S || Temporarily increase defense +3&lt;br /&gt;
|-&lt;br /&gt;
| cure disease || ABC || Cure disease on self or other&lt;br /&gt;
|-&lt;br /&gt;
| 4 || fortitude || UM || Buff target +100 HP&lt;br /&gt;
|-&lt;br /&gt;
| 5 || greater armour || VS || Improved armour spell that gives +7 defense&lt;br /&gt;
|-&lt;br /&gt;
| 6 || greater heal self || VM || Fully restores HP&lt;br /&gt;
|-&lt;br /&gt;
| 7 || greater heal other || XVM || Fully heal other player or creature&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 8 || Resurrect || AC || Resurrect player&lt;br /&gt;
|-&lt;br /&gt;
| improved fortitude || VUM || Buff target for 150 HP&lt;br /&gt;
|}&lt;br /&gt;
*Vas Mani Cool off increases with class points over 125, to the tune of approx +1 sec per 10% over 125%, when a blessed mace is not equipped in the main hand. A 200% class suffers 15s Vas Mani cool off.&lt;br /&gt;
&lt;br /&gt;
===Divinity===&lt;br /&gt;
Divine spells to be used by priests.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || bless weapon || UY || Bless equipped mace&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || uncurse || AYQ || Uncurse item&lt;br /&gt;
|-&lt;br /&gt;
| power word pain || AMT || Damage over time on target&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 3 || summon insect plague || KHX || Summons 1 to 3 insect swarms on target&lt;br /&gt;
|-&lt;br /&gt;
| identify || WY || Identify item&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 4 || protection || SJ || Gives target protection from most status effects&lt;br /&gt;
|-&lt;br /&gt;
| detect traps || WJ || Gives caster the ability to see traps for a short period of time&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5 || truesight || WQ || Casts truesight on self or other&lt;br /&gt;
|-&lt;br /&gt;
| turn || AXC || Damages undead&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6 || banish || AKX || Area effect that destroys all evil summons&lt;br /&gt;
|-&lt;br /&gt;
| summon sword golem || KXD || Summons a sword golem&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7 || divine hammer || IOY || Enchants and soulbinds any +0 mace to up to +6&lt;br /&gt;
|-&lt;br /&gt;
| flame strike || FG || Ranged attack with a 3x3 damage radius&lt;br /&gt;
|-&lt;br /&gt;
| 8 || greater power word pain || VAMT || Does a little more damage than AMT and has a 3x3 cast radius&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Player Character}}&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Priest&amp;diff=5656</id>
		<title>Priest</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Priest&amp;diff=5656"/>
		<updated>2025-03-24T07:11:34Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Priest Weapon Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Piety and Divinity===&lt;br /&gt;
Priests have two skills pertaining to the use of magic: Piety and Divinity.&lt;br /&gt;
&lt;br /&gt;
For details on these, refer to: [[Magic and Spellcasting]].&lt;br /&gt;
&lt;br /&gt;
===Priest Weapon Skills===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blessed Maces&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Bludgeoning&lt;br /&gt;
*Stat Dependent Damage Optimisation: 90% str / 10% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Thunderclap|Thunderclap]]&lt;br /&gt;
&lt;br /&gt;
Only by wielding a &amp;quot;blessed&amp;quot; mace will a priest be able to raise the blessed maces skill; wielding a non-blessed mace will instead raise the maces fighter skill. To bless a mace, a priest simply has to use the first circle [[Magic_and_Spellcasting#Divinity|Divinity]] UY (bless weapon) spell. (Note: in order to revert a blessed mace into a regular mace, simply use a cursed scroll of uncurse on it - but this process will not work when performed on house tiles.)&lt;br /&gt;
&lt;br /&gt;
It should also be noted the blessed maces skill is identical to the maces fighter skill except that in the case of blessed maces, you will not be able to use any of the other special moves that a fighter using the maces skill could. More specifically, even if a (dual-classed) priest had 100% in the Polearms skill and 100% in the Longswords skills, that priest would neither be able to execute [[Combat Abilities#Bloodbolt|Bloodbolt]] nor [[Combat Abilities#Flurry|Flurry]] respectively.&lt;br /&gt;
&lt;br /&gt;
Priests can also bless staves and wield them as if they were a blessed mace.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Socketed blessed staffs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Like mages, priests can socket their blessed staffs to have additional effects. Blessed socketed staffs cause summoned sword golems to proc different effects on melee. &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;Socketing Effects&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Ruby&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Sapphire&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;Diamond&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Onyx&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Emerald&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| Sword golem || Red? ||  Blue? || White? || Black? || Green?&lt;br /&gt;
|-&lt;br /&gt;
| Plain gem || + fire ball ||  + slows || + clones || + vampyric bite || + poison&lt;br /&gt;
|-&lt;br /&gt;
| Polished gem || ???  || ???  || ???   || ???  || ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you bless your socketed staff, it will remove the socketed gems.&lt;br /&gt;
&lt;br /&gt;
===All Armour Types===&lt;br /&gt;
Like fighters, priests reap the full benefits of all 4 grades of armour: unarmed, light, medium and heavy. &lt;br /&gt;
&lt;br /&gt;
For details, refer to the [[Class_Skills#All_Armour_Types|All Armour Types]] Section above.&lt;br /&gt;
&lt;br /&gt;
===Light and Medium Armour Movement Penalties===&lt;br /&gt;
Priests do not suffer movement penalties for wearing light or medium armour.&lt;br /&gt;
&lt;br /&gt;
For a complete list of the various light and medium armour available, refer to: &lt;br /&gt;
[[Items#Armour|Armour Types]].&lt;br /&gt;
&lt;br /&gt;
===Piety===&lt;br /&gt;
Healing and anti-undead spells.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || minor heal self || M || Light heal on self&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || cure poison || AN || Cure poison on self or other&lt;br /&gt;
|-&lt;br /&gt;
| heal other || XM || Heal other player or creature&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 3 || armour || S || Temporarily increase defense +3&lt;br /&gt;
|-&lt;br /&gt;
| cure disease || ABC || Cure disease on self or other&lt;br /&gt;
|-&lt;br /&gt;
| 4 || fortitude || UM || Buff target +100 HP&lt;br /&gt;
|-&lt;br /&gt;
| 5 || greater armour || VS || Improved armour spell that gives +7 defense&lt;br /&gt;
|-&lt;br /&gt;
| 6 || greater heal self || VM || Fully restores HP&lt;br /&gt;
|-&lt;br /&gt;
| 7 || greater heal other || XVM || Fully heal other player or creature&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 8 || Resurrect || AC || Resurrect player&lt;br /&gt;
|-&lt;br /&gt;
| improved fortitude || VUM || Buff target for 150 HP&lt;br /&gt;
|}&lt;br /&gt;
*Vas Mani Cool off increases with class points over 125, to the tune of approx +1 sec per 10% over 125%, when a blessed mace is not equipped in the main hand. A 200% class suffers 15s Vas Mani cool off.&lt;br /&gt;
&lt;br /&gt;
===Divinity===&lt;br /&gt;
Divine spells to be used by priests.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || bless weapon || UY || Bless equipped mace&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || uncurse || AYQ || Uncurse item&lt;br /&gt;
|-&lt;br /&gt;
| power word pain || AMT || Damage over time on target&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 3 || summon insect plague || KHX || Summons 1 to 3 insect swarms on target&lt;br /&gt;
|-&lt;br /&gt;
| identify || WY || Identify item&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 4 || protection || SJ || Gives target protection from most status effects&lt;br /&gt;
|-&lt;br /&gt;
| detect traps || WJ || Gives caster the ability to see traps for a short period of time&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5 || truesight || WQ || Casts truesight on self or other&lt;br /&gt;
|-&lt;br /&gt;
| turn || AXC || Damages undead&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6 || banish || AKX || Area effect that destroys all evil summons&lt;br /&gt;
|-&lt;br /&gt;
| summon sword golem || KXD || Summons a sword golem&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7 || divine hammer || IOY || Enchants and soulbinds any +0 mace to up to +6&lt;br /&gt;
|-&lt;br /&gt;
| flame strike || FG || Ranged attack with a 3x3 damage radius&lt;br /&gt;
|-&lt;br /&gt;
| 8 || greater power word pain || VAMT || Does a little more damage than AMT and has a 3x3 cast radius&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Player Character}}&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Priest&amp;diff=5655</id>
		<title>Priest</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Priest&amp;diff=5655"/>
		<updated>2025-03-24T07:09:31Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Priest Weapon Skills */ added sword golem socket effects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Piety and Divinity===&lt;br /&gt;
Priests have two skills pertaining to the use of magic: Piety and Divinity.&lt;br /&gt;
&lt;br /&gt;
For details on these, refer to: [[Magic and Spellcasting]].&lt;br /&gt;
&lt;br /&gt;
===Priest Weapon Skills===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blessed Maces&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Bludgeoning&lt;br /&gt;
*Stat Dependent Damage Optimisation: 90% str / 10% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Thunderclap|Thunderclap]]&lt;br /&gt;
&lt;br /&gt;
Only by wielding a &amp;quot;blessed&amp;quot; mace will a priest be able to raise the blessed maces skill; wielding a non-blessed mace will instead raise the maces fighter skill. To bless a mace, a priest simply has to use the first circle [[Magic_and_Spellcasting#Divinity|Divinity]] UY (bless weapon) spell. (Note: in order to revert a blessed mace into a regular mace, simply use a cursed scroll of uncurse on it - but this process will not work when performed on house tiles.)&lt;br /&gt;
&lt;br /&gt;
It should also be noted the blessed maces skill is identical to the maces fighter skill except that in the case of blessed maces, you will not be able to use any of the other special moves that a fighter using the maces skill could. More specifically, even if a (dual-classed) priest had 100% in the Polearms skill and 100% in the Longswords skills, that priest would neither be able to execute [[Combat Abilities#Bloodbolt|Bloodbolt]] nor [[Combat Abilities#Flurry|Flurry]] respectively.&lt;br /&gt;
&lt;br /&gt;
Priests can also bless staves and wield them as if they were a blessed mace.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Socketed blessed staffs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Like mages, priests can socket their blessed staffs to have additional effects. Blessed socketed staffs cause summoned sword golems to proc different effects on melee. &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;Socketing Effects&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Ruby&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Sapphire&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;Diamond&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Onyx&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Emerald&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| Dragon polymorph colour || Red ||  Blue || White || Black || Green&lt;br /&gt;
|-&lt;br /&gt;
| Plain gem || + fire ball ||  + slows || + clones || + vampyric bite || + poison&lt;br /&gt;
|-&lt;br /&gt;
| Polished gem || ???  || ???  || ???   || ???  || ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you bless your socketed staff, it will remove the socketed gems.&lt;br /&gt;
&lt;br /&gt;
===All Armour Types===&lt;br /&gt;
Like fighters, priests reap the full benefits of all 4 grades of armour: unarmed, light, medium and heavy. &lt;br /&gt;
&lt;br /&gt;
For details, refer to the [[Class_Skills#All_Armour_Types|All Armour Types]] Section above.&lt;br /&gt;
&lt;br /&gt;
===Light and Medium Armour Movement Penalties===&lt;br /&gt;
Priests do not suffer movement penalties for wearing light or medium armour.&lt;br /&gt;
&lt;br /&gt;
For a complete list of the various light and medium armour available, refer to: &lt;br /&gt;
[[Items#Armour|Armour Types]].&lt;br /&gt;
&lt;br /&gt;
===Piety===&lt;br /&gt;
Healing and anti-undead spells.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || minor heal self || M || Light heal on self&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || cure poison || AN || Cure poison on self or other&lt;br /&gt;
|-&lt;br /&gt;
| heal other || XM || Heal other player or creature&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 3 || armour || S || Temporarily increase defense +3&lt;br /&gt;
|-&lt;br /&gt;
| cure disease || ABC || Cure disease on self or other&lt;br /&gt;
|-&lt;br /&gt;
| 4 || fortitude || UM || Buff target +100 HP&lt;br /&gt;
|-&lt;br /&gt;
| 5 || greater armour || VS || Improved armour spell that gives +7 defense&lt;br /&gt;
|-&lt;br /&gt;
| 6 || greater heal self || VM || Fully restores HP&lt;br /&gt;
|-&lt;br /&gt;
| 7 || greater heal other || XVM || Fully heal other player or creature&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 8 || Resurrect || AC || Resurrect player&lt;br /&gt;
|-&lt;br /&gt;
| improved fortitude || VUM || Buff target for 150 HP&lt;br /&gt;
|}&lt;br /&gt;
*Vas Mani Cool off increases with class points over 125, to the tune of approx +1 sec per 10% over 125%, when a blessed mace is not equipped in the main hand. A 200% class suffers 15s Vas Mani cool off.&lt;br /&gt;
&lt;br /&gt;
===Divinity===&lt;br /&gt;
Divine spells to be used by priests.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || bless weapon || UY || Bless equipped mace&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || uncurse || AYQ || Uncurse item&lt;br /&gt;
|-&lt;br /&gt;
| power word pain || AMT || Damage over time on target&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 3 || summon insect plague || KHX || Summons 1 to 3 insect swarms on target&lt;br /&gt;
|-&lt;br /&gt;
| identify || WY || Identify item&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 4 || protection || SJ || Gives target protection from most status effects&lt;br /&gt;
|-&lt;br /&gt;
| detect traps || WJ || Gives caster the ability to see traps for a short period of time&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5 || truesight || WQ || Casts truesight on self or other&lt;br /&gt;
|-&lt;br /&gt;
| turn || AXC || Damages undead&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6 || banish || AKX || Area effect that destroys all evil summons&lt;br /&gt;
|-&lt;br /&gt;
| summon sword golem || KXD || Summons a sword golem&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7 || divine hammer || IOY || Enchants and soulbinds any +0 mace to up to +6&lt;br /&gt;
|-&lt;br /&gt;
| flame strike || FG || Ranged attack with a 3x3 damage radius&lt;br /&gt;
|-&lt;br /&gt;
| 8 || greater power word pain || VAMT || Does a little more damage than AMT and has a 3x3 cast radius&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Player Character}}&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Mage&amp;diff=5654</id>
		<title>Mage</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Mage&amp;diff=5654"/>
		<updated>2025-03-24T07:02:04Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Mage equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mage Introduction==&lt;br /&gt;
 &lt;br /&gt;
Mages are powerhouses of damage dealing, but with the typical characteristics of having low HP and defenses they tend to prefer staying in the background, preferably behind a very strong fighter or priest. &lt;br /&gt;
 &lt;br /&gt;
However, a powerful mage is not all about their damage output - they also have a wide repertoire of utility spells that will guide them well in their adventuring and dungeon crawling.&lt;br /&gt;
 &lt;br /&gt;
===Mage equipment===&lt;br /&gt;
 &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Mage&amp;#039;s Staff&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&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;
*decreased spell cool downs&lt;br /&gt;
*less mana used per spell&lt;br /&gt;
*staff materials affect spell damages, see [[Item_Materials]] for their effects.&lt;br /&gt;
*staves of slaying (ie Staff of attack + 1, etc) give increased damage to offensive spells&lt;br /&gt;
*increased mana regeneration rate (including during meditation)&lt;br /&gt;
&lt;br /&gt;
A spellcaster&amp;#039;s staff can be improved or modified with Enchanting, Druid transfer enchantment spell, or Socketing with special gems. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Socketing staffs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Mage spell casters who equip a socketed staff and then use the polymorph spell have the following effects.&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;Socketing Effects&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Ruby&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Sapphire&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;Diamond&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Onyx&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Emerald&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| Dragon polymorph colour || Red ||  Blue || White || Black || Green&lt;br /&gt;
|-&lt;br /&gt;
| Plain gem || +20% resistance to fire ||  +20% resistance to lightning || +20% resistance to regular magic^ || +25% resistance to vamp attacks || immunity to hex&lt;br /&gt;
|-&lt;br /&gt;
| Polished gem ||  +20% damage to fire spells || +20% damage to lightning spells  ||  +20% damage to regular magic  ||  +50% hp gained by vamp spells || +100% INH initial damage&lt;br /&gt;
|}&lt;br /&gt;
^spells that don&amp;#039;t have an aspect such as fire, cold, electricity, etc.&lt;br /&gt;
&lt;br /&gt;
To socket a staff, the mage needs to have a socketing wand or an improved socketing wand, and the corresponding quality gem. While gems can not typically be removed from a staff once socketed, cursed wands cause an embedded gem to shatter. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Staves&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
While spellcasting is the mage&amp;#039;s preferred method of operation, but in desperate cases the mage may have to use their staff as a melee weapon against magically resistant targets. &lt;br /&gt;
&lt;br /&gt;
*Damage type: Bludgeon&lt;br /&gt;
*Stat Dependent Damage Optimisation: 50% strength/50% dexterity&lt;br /&gt;
*Default Special Move: [[Combat Abilities#MR Cleave|MR Cleave]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Armour &amp;amp; Equipment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Mages benefit from wearing unarmoured equipment such as robes or monk gi, and have increased spell cooldowns when wearing light, medium and heavy armour.&lt;br /&gt;
&lt;br /&gt;
Mages also benefit from wearing equipment with vigour enchantments, which increases mana regeneration during meditation.&lt;br /&gt;
&lt;br /&gt;
===Magery===&lt;br /&gt;
The Magery skill utility spells, ranging from light to summon daemon giving the mage a wide selection of tools at their disposal.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039; runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || small light || IL  || Create a small lightsource&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || locate || IW  || Display position within current map as co-ordinates&lt;br /&gt;
|-&lt;br /&gt;
| minor summon || KBX || Summon a spider&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3 || unlock || EP  || Unlocks a door or chest&lt;br /&gt;
|-&lt;br /&gt;
| reveal || AQ  || Reveals invisible and hidden creatures&lt;br /&gt;
|-&lt;br /&gt;
| soul trap || IMJ || Soul trap (see [[Enchanting]])&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; | 4 || greater light || VL  || Create a large light source&lt;br /&gt;
|-&lt;br /&gt;
| speed || EU  || Temporarily increase your dexterity (30% of your Int - max is 100 Dex)&lt;br /&gt;
|-&lt;br /&gt;
| recall || KOP || Recall (teleport to the place where you last cast the Mark spell)&lt;br /&gt;
|-&lt;br /&gt;
| invisibility || SL  || Short term invisibility&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;5&amp;quot; | 5 || mark || KPY || Mark (to be teleported to at a later time with the Recall spell)&lt;br /&gt;
|-&lt;br /&gt;
| paralyse || AEP || Paralyze opponent&lt;br /&gt;
|-&lt;br /&gt;
| blink || IP  || Blink (teleport in a straight line in any direction)&lt;br /&gt;
|-&lt;br /&gt;
| summon || KX  ||  Summon creature (the strength of which increases with your intelligence)&lt;br /&gt;
|-&lt;br /&gt;
| lighter load || VEU || Increases carrying capacity up to 300&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6 || charm || AXE || Charm creature&lt;br /&gt;
|-&lt;br /&gt;
| confuse || QAW || Create mass confusion among enemies&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;3&amp;quot; | 7 || greater invisibility || VSL || Longer lasting invisibility&lt;br /&gt;
|-&lt;br /&gt;
| clone || KXQ || Clone creature&lt;br /&gt;
|-&lt;br /&gt;
| greater soul trap || VIMJ || Area effect soul trap&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;3&amp;quot; | 8 || polymorph || VYR || Polymorph self into a dragon &lt;br /&gt;
|-&lt;br /&gt;
| summon dragon || KVX || Summon a dragon (the color of which depends on your intelligence)&lt;br /&gt;
|-&lt;br /&gt;
| summon daemon || KXC || Summon a daemon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sorcery===&lt;br /&gt;
Fire balls, magic missiles and chain lightning - the arsenal of a Mage is vast and deadly.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || minor harm || AM || Basic adjacent attack&lt;br /&gt;
|-&lt;br /&gt;
| 2 || magic missile || GP || Basic ranged magic attack&lt;br /&gt;
|-&lt;br /&gt;
| 3 || greater harm || VAM || Improved adjacent attack&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 4 || hex || XJ || Polymorph other into a rat&lt;br /&gt;
|-&lt;br /&gt;
| poison wind || INH || Cone of poison&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 valign=&amp;quot;top&amp;quot; | 5 || lightning || OG || Lightning attack on single target&lt;br /&gt;
|-&lt;br /&gt;
| earthquake || IVPY || Earthquake (AOE ground attack)&lt;br /&gt;
|-&lt;br /&gt;
| vampyric bite || XMP || Vampyric attack, regains HP&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6 || fireball || VF || Powerful ranged attack&lt;br /&gt;
|-&lt;br /&gt;
| sleep wind || IZH || Cone of sleep&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7 || chain lightning || VOG || Lightning attack on multiple targets&lt;br /&gt;
|-&lt;br /&gt;
| mana burn || IJO || Damages spell using enemies mana&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 8 || kill || XC || Very powerful ranged attack&lt;br /&gt;
|-&lt;br /&gt;
| flame wind || IFH || Cone of fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Player Character}}&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5651</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5651"/>
		<updated>2025-03-22T06:15:26Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Regular artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Artifacts are items with a distinct name instead of just a description. Unlike normal items with only one enchantment (eg + 5 AS, +3 NV, +15 vigour etc), artifacts are weapons, armor and jewellery that have two or three enchantments. They can also have attributes that are not available otherwise, like +blindness or +asphyxiation. This makes them highly sought after. Artifacts can be divided into two categories:&lt;br /&gt;
*&amp;quot;mini-artifacts&amp;quot; that can be bought from npc merchants or crafted by GM crafters, &lt;br /&gt;
*&amp;quot;true&amp;quot; or regular artifacts that are only very rarely found from treasure chests and boss drops and cannot be crafted. &lt;br /&gt;
&lt;br /&gt;
Both types of artifacts show up in yellow font or text in your inventory, but only &amp;quot;true artifacts&amp;quot; have a blue glowing outline that is visible when placed on the ground or when equipped as a weapon. &lt;br /&gt;
&lt;br /&gt;
===Mini-artifacts===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Craftable mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These can be made by the GM crafter of various skills such as [[Armourer]], [[Tailoring]], and [[Bonecrafting]]. For example, the Grandmaster Armourer can make &amp;#039;&amp;#039;Snakefang Grips&amp;#039;&amp;#039;, the Grandmaster Tailor can make &amp;#039;&amp;#039;Infernal Handwraps&amp;#039;&amp;#039;, and the Grandmaster Bonecrafter can make &amp;#039;&amp;#039;Sash of the Dead&amp;#039;&amp;#039;. Some craftable mini-artifacts are required as ingredients for [[Mythic_Item_Crafting|Mythic Item Crafting]], such as the &amp;#039;&amp;#039;Enigmatic Bauble&amp;#039;&amp;#039; made by GM Tinkers. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Crafting Skill&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Philosopher&amp;#039;s Stone || Alchemy || Gold rune, +8 vigour, +health&lt;br /&gt;
|-&lt;br /&gt;
| Rod of Power || Enchanting || Gold rod, +3 Def, +health&lt;br /&gt;
|-&lt;br /&gt;
| Infernal Handwraps || Tailoring || Plain gloves, +5 AS, +2 MR, +VF&lt;br /&gt;
|-&lt;br /&gt;
| Enigmatic Bauble || Tinkering || Copper orb, +4 NV, +health&lt;br /&gt;
|-&lt;br /&gt;
| Snakefang Grips || Armourer || Venomous chain gloves, +10 Str, +10 Dex, +3 Def&lt;br /&gt;
|-&lt;br /&gt;
| Rubied Skull || Bonecrafting || Bone skull, +5 vigour, +1 MR&lt;br /&gt;
|-&lt;br /&gt;
| Sash of the Dead || Bonecrafting || Bone belt, +10 Int, +8 vigour, +2 MR&lt;br /&gt;
|-&lt;br /&gt;
| Skull of Gold and Glue || Bonecrafting || Gold skull, +3 MR, +health&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Silver, Glass and Crystal coin shop mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These mini-artifacts are designed for new characters with low level requirements. Silver coin mini-artifacts have 0 level requirement. Glass mini-artifacts have a level requirement of 25. Glass coin mini-artifacts can then by upgraded by spending crystal coins, which also increases their level requirement to 50 and then to level 75. Glass and crystal coins can be gotten from completing quests from guards or from the daily [[Scavenger_Hunt|Scavenger Hunt]] games.&lt;br /&gt;
&lt;br /&gt;
For example: The Wizard set comes in cap, robes, gloves, slacks and slippers with the prefix Apprentice, Adept and Savant for each tier. Each tier adds an incremental increase in the stats each equipment piece provides.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!| Wizard set&lt;br /&gt;
!| Tier 1&lt;br /&gt;
!| Tier 2&lt;br /&gt;
!| Tier 3&lt;br /&gt;
|-&lt;br /&gt;
!| Name&lt;br /&gt;
| Apprentice Robes&lt;br /&gt;
| Adept Robes&lt;br /&gt;
| Savant Robes&lt;br /&gt;
|-&lt;br /&gt;
!| Level Required&lt;br /&gt;
| Level 25&lt;br /&gt;
| Level 50&lt;br /&gt;
| Level 75&lt;br /&gt;
|-&lt;br /&gt;
!| Attributes&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +3 Def&lt;br /&gt;
* +2 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +3 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +5 MR&lt;br /&gt;
|-&lt;br /&gt;
!| Cost to purchase/upgrade&lt;br /&gt;
| &lt;br /&gt;
*3 glass coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
*1 hellspawn ear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Regular artifacts===&lt;br /&gt;
These are truly rare items that cannot be crafted or bought from special coin shop, instead they are only found rarely as loot from treasure chests or boss drops. Blessed, crystal, blood or radioactive treasure maps also have a very high to guaranteed rate of acquiring artifacts. &lt;br /&gt;
&lt;br /&gt;
Deconstructing a regular artifact produces &amp;#039;&amp;#039;mythical material&amp;#039;&amp;#039; used in [[Enchanting]] and [[Mythic_Item_Crafting|Mythic Item Crafting]].&lt;br /&gt;
&lt;br /&gt;
Some regular artifact armour items come in sets, which give additional buffs when the complete set is equipped. These are the only ones so far:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Estorrath&amp;#039;s&amp;#039;&amp;#039; unarmoured wizard set: +10% magic damage&lt;br /&gt;
*&amp;#039;&amp;#039;Ironfist&amp;#039;&amp;#039; unarmoured gi set: +10% AS&lt;br /&gt;
*&amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; light armour set: +100 dodge&lt;br /&gt;
*&amp;#039;&amp;#039;Frenzy&amp;#039;&amp;#039; medium armour set: +10% damage&lt;br /&gt;
*&amp;#039;&amp;#039;Shardcrystal&amp;#039;&amp;#039; heavy armour set: +10% damage reduction&lt;br /&gt;
&lt;br /&gt;
Regular artifacts are not unique, for (almost) each equipment and weapon type there is an artifact associated with it that can drop with the same name and attributes. For example, &amp;#039;&amp;#039;Magebane&amp;#039;&amp;#039; is always a +7 AS scimitar with +IJO, &amp;#039;&amp;#039;Grim Reaper&amp;#039;&amp;#039; is always a +7 AS scythe with +KXC (summon daemon), &amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; artifacts are always light armour with the same attributes, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Randomly generated artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Random generated artifacts are based of regular artifacts as a template, but with a unique randomly generated name and an additional random attribute. For example, a &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; is a large shield artifact with +4 def and +5 MR. A random generated artifact based of &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; would be a large shield with +4 def, +5 MR and a third attribute like +15 str, or +2 def (making it +6 def, +5 MR), or +health, or even rarer attribute like +sun protection. &lt;br /&gt;
&lt;br /&gt;
Random generated artifacts can be deconstructed to produce mythic material just like regular artifacts, but have a lighter blue glow compared to regular artifacts. They are 2-3x rarer than regular artifacts.&lt;br /&gt;
&lt;br /&gt;
The level requirement for regular and random generated artifacts ranges from level 70 to level 125.&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5650</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5650"/>
		<updated>2025-03-22T02:53:02Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Regular artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Artifacts are items with a distinct name instead of just a description. Unlike normal items with only one enchantment (eg + 5 AS, +3 NV, +15 vigour etc), artifacts are weapons, armor and jewellery that have two or three enchantments. They can also have attributes that are not available otherwise, like +blindness or +asphyxiation. This makes them highly sought after. Artifacts can be divided into two categories:&lt;br /&gt;
*&amp;quot;mini-artifacts&amp;quot; that can be bought from npc merchants or crafted by GM crafters, &lt;br /&gt;
*&amp;quot;true&amp;quot; or regular artifacts that are only very rarely found from treasure chests and boss drops and cannot be crafted. &lt;br /&gt;
&lt;br /&gt;
Both types of artifacts show up in yellow font or text in your inventory, but only &amp;quot;true artifacts&amp;quot; have a blue glowing outline that is visible when placed on the ground or when equipped as a weapon. &lt;br /&gt;
&lt;br /&gt;
===Mini-artifacts===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Craftable mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These can be made by the GM crafter of various skills such as [[Armourer]], [[Tailoring]], and [[Bonecrafting]]. For example, the Grandmaster Armourer can make &amp;#039;&amp;#039;Snakefang Grips&amp;#039;&amp;#039;, the Grandmaster Tailor can make &amp;#039;&amp;#039;Infernal Handwraps&amp;#039;&amp;#039;, and the Grandmaster Bonecrafter can make &amp;#039;&amp;#039;Sash of the Dead&amp;#039;&amp;#039;. Some craftable mini-artifacts are required as ingredients for [[Mythic_Item_Crafting|Mythic Item Crafting]], such as the &amp;#039;&amp;#039;Enigmatic Bauble&amp;#039;&amp;#039; made by GM Tinkers. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Crafting Skill&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Philosopher&amp;#039;s Stone || Alchemy || Gold rune, +8 vigour, +health&lt;br /&gt;
|-&lt;br /&gt;
| Rod of Power || Enchanting || Gold rod, +3 Def, +health&lt;br /&gt;
|-&lt;br /&gt;
| Infernal Handwraps || Tailoring || Plain gloves, +5 AS, +2 MR, +VF&lt;br /&gt;
|-&lt;br /&gt;
| Enigmatic Bauble || Tinkering || Copper orb, +4 NV, +health&lt;br /&gt;
|-&lt;br /&gt;
| Snakefang Grips || Armourer || Venomous chain gloves, +10 Str, +10 Dex, +3 Def&lt;br /&gt;
|-&lt;br /&gt;
| Rubied Skull || Bonecrafting || Bone skull, +5 vigour, +1 MR&lt;br /&gt;
|-&lt;br /&gt;
| Sash of the Dead || Bonecrafting || Bone belt, +10 Int, +8 vigour, +2 MR&lt;br /&gt;
|-&lt;br /&gt;
| Skull of Gold and Glue || Bonecrafting || Gold skull, +3 MR, +health&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Silver, Glass and Crystal coin shop mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These mini-artifacts are designed for new characters with low level requirements. Silver coin mini-artifacts have 0 level requirement. Glass mini-artifacts have a level requirement of 25. Glass coin mini-artifacts can then by upgraded by spending crystal coins, which also increases their level requirement to 50 and then to level 75. Glass and crystal coins can be gotten from completing quests from guards or from the daily [[Scavenger_Hunt|Scavenger Hunt]] games.&lt;br /&gt;
&lt;br /&gt;
For example: The Wizard set comes in cap, robes, gloves, slacks and slippers with the prefix Apprentice, Adept and Savant for each tier. Each tier adds an incremental increase in the stats each equipment piece provides.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!| Wizard set&lt;br /&gt;
!| Tier 1&lt;br /&gt;
!| Tier 2&lt;br /&gt;
!| Tier 3&lt;br /&gt;
|-&lt;br /&gt;
!| Name&lt;br /&gt;
| Apprentice Robes&lt;br /&gt;
| Adept Robes&lt;br /&gt;
| Savant Robes&lt;br /&gt;
|-&lt;br /&gt;
!| Level Required&lt;br /&gt;
| Level 25&lt;br /&gt;
| Level 50&lt;br /&gt;
| Level 75&lt;br /&gt;
|-&lt;br /&gt;
!| Attributes&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +3 Def&lt;br /&gt;
* +2 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +3 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +5 MR&lt;br /&gt;
|-&lt;br /&gt;
!| Cost to purchase/upgrade&lt;br /&gt;
| &lt;br /&gt;
*3 glass coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
*1 hellspawn ear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Regular artifacts===&lt;br /&gt;
These are truly rare items that cannot be crafted or bought from special coin shop, instead they are only found rarely as loot from treasure chests or boss drops. Blessed, crystal, blood or radioactive treasure maps also have a very high to guaranteed rate of acquiring artifacts. &lt;br /&gt;
&lt;br /&gt;
Deconstructing a regular artifact produces &amp;#039;&amp;#039;mythical material&amp;#039;&amp;#039; used in [[Enchanting]] and [[Mythic_Item_Crafting|Mythic Item Crafting]].&lt;br /&gt;
&lt;br /&gt;
Some regular artifact armour items come in sets, which give additional buffs when the complete set is equipped. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Estorrath&amp;#039;s&amp;#039;&amp;#039; unarmoured wizard set: +10% magic damage&lt;br /&gt;
*&amp;#039;&amp;#039;Ironfist&amp;#039;&amp;#039; unarmoured gi set: +10% AS&lt;br /&gt;
*&amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; light armour set: +100 dodge&lt;br /&gt;
*&amp;#039;&amp;#039;Frenzy&amp;#039;&amp;#039; medium armour set: +10% damage&lt;br /&gt;
*&amp;#039;&amp;#039;Shardcrystal&amp;#039;&amp;#039; heavy armour set: +10% damage reduction&lt;br /&gt;
&lt;br /&gt;
Regular artifacts are not unique, for (almost) each equipment and weapon type there is an artifact associated with it that can drop with the same name and attributes. For example, &amp;#039;&amp;#039;Magebane&amp;#039;&amp;#039; is always a +7 AS scimitar with +IJO, &amp;#039;&amp;#039;Grim Reaper&amp;#039;&amp;#039; is always a +7 AS scythe with +KXC (summon daemon), &amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; artifacts are always light armour with the same attributes, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Randomly generated artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Random generated artifacts are based of regular artifacts as a template, but with a unique randomly generated name and an additional random attribute. For example, a &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; is a large shield artifact with +4 def and +5 MR. A random generated artifact based of &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; would be a large shield with +4 def, +5 MR and a third attribute like +15 str, or +2 def (making it +6 def, +5 MR), or +health, or even rarer attribute like +sun protection. &lt;br /&gt;
&lt;br /&gt;
Random generated artifacts can be deconstructed to produce mythic material just like regular artifacts, but have a lighter blue glow compared to regular artifacts. They are 2-3x rarer than regular artifacts.&lt;br /&gt;
&lt;br /&gt;
The level requirement for regular and random generated artifacts ranges from level 70 to level 125.&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5649</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5649"/>
		<updated>2025-03-21T10:27:13Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Regular artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Artifacts are items with a distinct name instead of just a description. Unlike normal items with only one enchantment (eg + 5 AS, +3 NV, +15 vigour etc), artifacts are weapons, armor and jewellery that have two or three enchantments. They can also have attributes that are not available otherwise, like +blindness or +asphyxiation. This makes them highly sought after. Artifacts can be divided into two categories:&lt;br /&gt;
*&amp;quot;mini-artifacts&amp;quot; that can be bought from npc merchants or crafted by GM crafters, &lt;br /&gt;
*&amp;quot;true&amp;quot; or regular artifacts that are only very rarely found from treasure chests and boss drops and cannot be crafted. &lt;br /&gt;
&lt;br /&gt;
Both types of artifacts show up in yellow font or text in your inventory, but only &amp;quot;true artifacts&amp;quot; have a blue glowing outline that is visible when placed on the ground or when equipped as a weapon. &lt;br /&gt;
&lt;br /&gt;
===Mini-artifacts===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Craftable mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These can be made by the GM crafter of various skills such as [[Armourer]], [[Tailoring]], and [[Bonecrafting]]. For example, the Grandmaster Armourer can make &amp;#039;&amp;#039;Snakefang Grips&amp;#039;&amp;#039;, the Grandmaster Tailor can make &amp;#039;&amp;#039;Infernal Handwraps&amp;#039;&amp;#039;, and the Grandmaster Bonecrafter can make &amp;#039;&amp;#039;Sash of the Dead&amp;#039;&amp;#039;. Some craftable mini-artifacts are required as ingredients for [[Mythic_Item_Crafting|Mythic Item Crafting]], such as the &amp;#039;&amp;#039;Enigmatic Bauble&amp;#039;&amp;#039; made by GM Tinkers. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Crafting Skill&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Philosopher&amp;#039;s Stone || Alchemy || Gold rune, +8 vigour, +health&lt;br /&gt;
|-&lt;br /&gt;
| Rod of Power || Enchanting || Gold rod, +3 Def, +health&lt;br /&gt;
|-&lt;br /&gt;
| Infernal Handwraps || Tailoring || Plain gloves, +5 AS, +2 MR, +VF&lt;br /&gt;
|-&lt;br /&gt;
| Enigmatic Bauble || Tinkering || Copper orb, +4 NV, +health&lt;br /&gt;
|-&lt;br /&gt;
| Snakefang Grips || Armourer || Venomous chain gloves, +10 Str, +10 Dex, +3 Def&lt;br /&gt;
|-&lt;br /&gt;
| Rubied Skull || Bonecrafting || Bone skull, +5 vigour, +1 MR&lt;br /&gt;
|-&lt;br /&gt;
| Sash of the Dead || Bonecrafting || Bone belt, +10 Int, +8 vigour, +2 MR&lt;br /&gt;
|-&lt;br /&gt;
| Skull of Gold and Glue || Bonecrafting || Gold skull, +3 MR, +health&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Silver, Glass and Crystal coin shop mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These mini-artifacts are designed for new characters with low level requirements. Silver coin mini-artifacts have 0 level requirement. Glass mini-artifacts have a level requirement of 25. Glass coin mini-artifacts can then by upgraded by spending crystal coins, which also increases their level requirement to 50 and then to level 75. Glass and crystal coins can be gotten from completing quests from guards or from the daily [[Scavenger_Hunt|Scavenger Hunt]] games.&lt;br /&gt;
&lt;br /&gt;
For example: The Wizard set comes in cap, robes, gloves, slacks and slippers with the prefix Apprentice, Adept and Savant for each tier. Each tier adds an incremental increase in the stats each equipment piece provides.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!| Wizard set&lt;br /&gt;
!| Tier 1&lt;br /&gt;
!| Tier 2&lt;br /&gt;
!| Tier 3&lt;br /&gt;
|-&lt;br /&gt;
!| Name&lt;br /&gt;
| Apprentice Robes&lt;br /&gt;
| Adept Robes&lt;br /&gt;
| Savant Robes&lt;br /&gt;
|-&lt;br /&gt;
!| Level Required&lt;br /&gt;
| Level 25&lt;br /&gt;
| Level 50&lt;br /&gt;
| Level 75&lt;br /&gt;
|-&lt;br /&gt;
!| Attributes&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +3 Def&lt;br /&gt;
* +2 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +3 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +5 MR&lt;br /&gt;
|-&lt;br /&gt;
!| Cost to purchase/upgrade&lt;br /&gt;
| &lt;br /&gt;
*3 glass coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
*1 hellspawn ear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Regular artifacts===&lt;br /&gt;
These are truly rare items that cannot be crafted or bought from special coin shop, instead they are only found rarely as loot from treasure chests or boss drops. Blessed, crystal, blood or radioactive treasure maps also have a very high to guaranteed rate of acquiring artifacts. &lt;br /&gt;
&lt;br /&gt;
Deconstructing a regular artifact produces &amp;#039;&amp;#039;mythical material&amp;#039;&amp;#039; used in [[Enchanting]] and [[Mythic_Item_Crafting|Mythic Item Crafting]].&lt;br /&gt;
&lt;br /&gt;
Some regular artifact armour items come in sets, which give additional buffs when the complete set is equipped. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Estorrath&amp;#039;s&amp;#039;&amp;#039; unarmoured wizard set: +10% int&lt;br /&gt;
*&amp;#039;&amp;#039;Ironfist&amp;#039;&amp;#039; unarmoured gi set: +10% AS&lt;br /&gt;
*&amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; light armour set: +100 dodge&lt;br /&gt;
*&amp;#039;&amp;#039;Frenzy&amp;#039;&amp;#039; medium armour set: +10% damage&lt;br /&gt;
*&amp;#039;&amp;#039;Shardcrystal&amp;#039;&amp;#039; heavy armour set: +10% damage reduction&lt;br /&gt;
&lt;br /&gt;
Regular artifacts are not unique, for (almost) each equipment and weapon type there is an artifact associated with it that can drop with the same name and attributes. For example, &amp;#039;&amp;#039;Magebane&amp;#039;&amp;#039; is always a +7 AS scimitar with +IJO, &amp;#039;&amp;#039;Grim Reaper&amp;#039;&amp;#039; is always a +7 AS scythe with +KXC (summon daemon), &amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; artifacts are always light armour with the same attributes, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Randomly generated artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Random generated artifacts are based of regular artifacts as a template, but with a unique randomly generated name and an additional random attribute. For example, a &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; is a large shield artifact with +4 def and +5 MR. A random generated artifact based of &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; would be a large shield with +4 def, +5 MR and a third attribute like +15 str, or +2 def (making it +6 def, +5 MR), or +health, or even rarer attribute like +sun protection. &lt;br /&gt;
&lt;br /&gt;
Random generated artifacts can be deconstructed to produce mythic material just like regular artifacts, but have a lighter blue glow compared to regular artifacts. They are 2-3x rarer than regular artifacts.&lt;br /&gt;
&lt;br /&gt;
The level requirement for regular and random generated artifacts ranges from level 70 to level 125.&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Rogue&amp;diff=5648</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Rogue&amp;diff=5648"/>
		<updated>2025-03-21T01:04:04Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Rogue Weapon Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rogue Introduction==&lt;br /&gt;
While rogues are not the premier combat class in the game, they have a repertoire of useful skills to employ along your journey in EUO. &lt;br /&gt;
&lt;br /&gt;
Rogues are fantastic treasure hunters with their access to stealth and security. Their stealth skill allows them to navigate a dungeon undetected, while they utilize their security to loot the treasures within. &lt;br /&gt;
&lt;br /&gt;
Rogue weapons use a 25% STR / 75% DEX stat ratio. Being a DEX based class, they aren&amp;#039;t as quick to jump to the front lines of their party. However, rogues are far from useless in a fight. Rogues can utilize their backstab ability to allow them to deal a large amount of damage to an enemy. They also have access to foils and ranged weapons making them fairly versatile in combat. &lt;br /&gt;
&lt;br /&gt;
Much like fighters, rogues can utilize a few different [[Combat_Abilities|Rage]] abilities to support their party, such as gouge to blind enemies or slice and dice to deal massive damage.&lt;br /&gt;
===Rogue Weapon Skills===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shortswords&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Slashing&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Slice n Dice|Slice n Dice]]&lt;br /&gt;
*Other usable special moves: [[Combat Abilities#Gouge|Gouge]], [[Combat Abilities#Disarm|Disarm]]&lt;br /&gt;
&lt;br /&gt;
Note: You can dual-wield two short sword type weapons, but not something else at the same time. See [[Combat#Dual_Wield|Dual Wield]] in the [[Combat]] page for more details. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Foils&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Piercing&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move:: [[Combat Abilities#Disarm|Disarm]]&lt;br /&gt;
*Other usable special moves: [[Combat Abilities#Gouge|Gouge]], [[Combat Abilities#Slice n Dice|Slice n Dice]], [[Combat Abilities#Execute | Execute]]&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
&lt;br /&gt;
* Players with high skill in foils will be at first able to parry attacks (i.e., deflect them) and later to perform a riposte (where the damage is inflicted back on the attacker). Parry and riposte are passive abilities that occur automatically.&lt;br /&gt;
&lt;br /&gt;
* When player successfully parries, target will instantly show a cross-shaped green glow as well as the &amp;#039;hex&amp;#039; spell sound. When this happens, during the next 3 seconds, player can perform one of two special attacks, provided the rage level is sufficient:&lt;br /&gt;
** Disarm: target gets &amp;quot;quiver&amp;quot; (q) debuff status, which means next 3 hits will all be critical.&lt;br /&gt;
** Gouge : target bleeds, suffering damage over time, for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Piercing (with bows and crossbows) and Bludgeoning (with slings)&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Aimed Shot|Aimed Shot]], [[Combat Abilities#Point Blank Headshot|Point Blank Headshot]], [[Combat Abilities#Spray n Pray|Spray n Pray]]&lt;br /&gt;
&lt;br /&gt;
For further details on special rage attacks, refer to: [[Combat Abilities]]&lt;br /&gt;
&lt;br /&gt;
And for a complete list of the various weapons available as well as their respective weapon types, refer to: [[Items#Weapon_types|Weapon Types]]&lt;br /&gt;
&lt;br /&gt;
===Lockpicking===&lt;br /&gt;
With the use of lockpicks (available from provisioners), this skill allows rogues to unlock doors and chests. &lt;br /&gt;
&lt;br /&gt;
Depending on your skill, a lock may be too difficult to unlock. However, with practice, almost no lock can stand between a rogue and whatever is beyond said lock.&lt;br /&gt;
&lt;br /&gt;
Lockpicks also have a high tendency to break, so it is recommended that a ample supply are handy when off &amp;quot;exploring&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Trap Detect and Disarm===&lt;br /&gt;
Many chests, locked or not, may also trapped. By Using the search function (i.e., &amp;#039;&amp;#039;&amp;#039;s&amp;#039;&amp;#039;&amp;#039;+dir) a rogue will attempt to examine a chest for a trap. The trap (if present), may be detect by a rogue if he or she has sufficient skill. &lt;br /&gt;
&lt;br /&gt;
Traps may also be present on the ground. And as with chests, searching the ground may show up a trap if one is present.&lt;br /&gt;
&lt;br /&gt;
In order to disarm a trap, use a probe (also available from provisioners) on the trap by using the command: shift+&amp;#039;&amp;#039;&amp;#039;j&amp;#039;&amp;#039;&amp;#039;+dir&lt;br /&gt;
&lt;br /&gt;
===Stealth and Backstabbing===&lt;br /&gt;
Stealth is the art of moving silently and without being noticed. You can attempt to first hide by pressing &amp;#039;&amp;#039;&amp;#039;H&amp;#039;&amp;#039;&amp;#039;, then moving while hidden. Success in either hiding or moving while hiding will improve your stealth.&lt;br /&gt;
&lt;br /&gt;
Once hidden, you can attempt to backstab. You must have a shortsword type weapon equipped to pull off a backstab. Backstabbing success is determined by your stealth skill, the target&amp;#039;s level, and for player targets, the lightness of their armour. It&amp;#039;s very hard to BS a player wearing plate armour, for example.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
*The chances of hiding and moving stealthily are greatly reduced when wearing medium and heavy armour.&lt;br /&gt;
*You cannot hide when there are players, monsters or NPCs around which can see you, or if a light source is being held.&lt;br /&gt;
*Equipping a light source or casting a spell will also take you out of stealth.&lt;br /&gt;
*You can backstab by specifically selecting the skill or simply by attacking normally with CTRL + dir while stealthed.&lt;br /&gt;
*Rogues cannot hide while wearing gold weapons or armor.&lt;br /&gt;
&lt;br /&gt;
===Bards &amp;amp; Musicianship===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How to make a bard:&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1) roll one&amp;lt;br&amp;gt;&lt;br /&gt;
or&amp;lt;br&amp;gt;&lt;br /&gt;
2a) have stealth&amp;lt;90, visit the &amp;#039;School of Rock&amp;#039; NPC at the university to get the initial 10% music skill&amp;lt;br&amp;gt;&lt;br /&gt;
2b) aquire lute (Seftonvale)&amp;lt;br&amp;gt;&lt;br /&gt;
2c) visit pubs (skip Nordhaven, start in Izumi) and ask about song&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Interesting facts and features about bards:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* bard is a subclass of rogue&lt;br /&gt;
* music is mutually exclusive with stealth - stealth goes down as music goes up&lt;br /&gt;
* music is a spellcasting skill with 8 spells; 4 of these spells are auras and 4 are abilities&lt;br /&gt;
* music requires a lute equipped in the offhand (don&amp;#039;t think too hard about playing a lute one handedly)&lt;br /&gt;
* music synergises with foils a little: with foil+lute you can parry/riposte magic!&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;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039; spell type &amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || +10% Damage || aura  || Boosts the caster&amp;#039;s and party member&amp;#039;s damage by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Fear and Confusion || ability  || Causes fear or confusion within the area of effect.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +1 Loot Quality || aura || Increase loot quality from boss monster drops. DOES NOT AFFECT CHEST LOOT.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Party Heal || ability || Bestows the bardic restoration status, lasts 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || +10% Rage || aura || Increases rage gain by +10%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || New Fans || ability || Changes aggressive summoned monsters into friendly monsters&lt;br /&gt;
|-&lt;br /&gt;
| 7 || +100 MR || aura || Bard and party members get +100MR&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Bleeding Eardrums || ability || Costs 50 rage, Causes bleeding in a directional cone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Please refer to the forum thread on this topic: &amp;lt;br&amp;gt;&lt;br /&gt;
http://forums.swut.net/viewtopic.php?f=3&amp;amp;t=5415&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Light Armour===&lt;br /&gt;
Rogues benefit from light armour. Essentially, gaining defence from light armour is subject to having skill points in rogue (or fighter/priest). Specifically, if your highest rogue skill is X%, then you will only gain X% of the total defence afforded by light armour. &lt;br /&gt;
&lt;br /&gt;
So for example, if your highest rogue skill is 50%, and you are wearing 4 defense worth of light armour, then you would only gain 4 * 50% = 2 defense. &lt;br /&gt;
&lt;br /&gt;
And for a complete list of the various armour availble as well as their respective armour types, refer to: [[Items#Armour|Armour Types]]&lt;br /&gt;
&lt;br /&gt;
===Light Armour Movement Penalties===&lt;br /&gt;
Rogues do not suffer movement penalties for wearing light armour.&lt;br /&gt;
&lt;br /&gt;
For a complete list of the various light armour available, refer to: [[Items#Armour|Armour Types]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Player Character}}&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Rogue&amp;diff=5647</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Rogue&amp;diff=5647"/>
		<updated>2025-03-21T01:03:46Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Rogue Weapon Skills */ added Execute to special abilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rogue Introduction==&lt;br /&gt;
While rogues are not the premier combat class in the game, they have a repertoire of useful skills to employ along your journey in EUO. &lt;br /&gt;
&lt;br /&gt;
Rogues are fantastic treasure hunters with their access to stealth and security. Their stealth skill allows them to navigate a dungeon undetected, while they utilize their security to loot the treasures within. &lt;br /&gt;
&lt;br /&gt;
Rogue weapons use a 25% STR / 75% DEX stat ratio. Being a DEX based class, they aren&amp;#039;t as quick to jump to the front lines of their party. However, rogues are far from useless in a fight. Rogues can utilize their backstab ability to allow them to deal a large amount of damage to an enemy. They also have access to foils and ranged weapons making them fairly versatile in combat. &lt;br /&gt;
&lt;br /&gt;
Much like fighters, rogues can utilize a few different [[Combat_Abilities|Rage]] abilities to support their party, such as gouge to blind enemies or slice and dice to deal massive damage.&lt;br /&gt;
===Rogue Weapon Skills===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shortswords&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Slashing&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Slice n Dice|Slice n Dice]]&lt;br /&gt;
*Other usable special moves: [[Combat Abilities#Gouge|Gouge]], [[Combat Abilities#Disarm|Disarm]]&lt;br /&gt;
&lt;br /&gt;
Note: You can dual-wield two short sword type weapons, but not something else at the same time. See [[Combat#Dual_Wield|Dual Wield]] in the [[Combat]] page for more details. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Foils&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Piercing&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move:: [[Combat Abilities#Disarm|Disarm]]&lt;br /&gt;
*Other usable special moves: [[Combat Abilities#Gouge|Gouge]], [[Combat Abilities#Slice n Dice|Slice n Dice]] [Combat Abilities#Execute | Execute]&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
&lt;br /&gt;
* Players with high skill in foils will be at first able to parry attacks (i.e., deflect them) and later to perform a riposte (where the damage is inflicted back on the attacker). Parry and riposte are passive abilities that occur automatically.&lt;br /&gt;
&lt;br /&gt;
* When player successfully parries, target will instantly show a cross-shaped green glow as well as the &amp;#039;hex&amp;#039; spell sound. When this happens, during the next 3 seconds, player can perform one of two special attacks, provided the rage level is sufficient:&lt;br /&gt;
** Disarm: target gets &amp;quot;quiver&amp;quot; (q) debuff status, which means next 3 hits will all be critical.&lt;br /&gt;
** Gouge : target bleeds, suffering damage over time, for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Piercing (with bows and crossbows) and Bludgeoning (with slings)&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Aimed Shot|Aimed Shot]], [[Combat Abilities#Point Blank Headshot|Point Blank Headshot]], [[Combat Abilities#Spray n Pray|Spray n Pray]]&lt;br /&gt;
&lt;br /&gt;
For further details on special rage attacks, refer to: [[Combat Abilities]]&lt;br /&gt;
&lt;br /&gt;
And for a complete list of the various weapons available as well as their respective weapon types, refer to: [[Items#Weapon_types|Weapon Types]]&lt;br /&gt;
&lt;br /&gt;
===Lockpicking===&lt;br /&gt;
With the use of lockpicks (available from provisioners), this skill allows rogues to unlock doors and chests. &lt;br /&gt;
&lt;br /&gt;
Depending on your skill, a lock may be too difficult to unlock. However, with practice, almost no lock can stand between a rogue and whatever is beyond said lock.&lt;br /&gt;
&lt;br /&gt;
Lockpicks also have a high tendency to break, so it is recommended that a ample supply are handy when off &amp;quot;exploring&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Trap Detect and Disarm===&lt;br /&gt;
Many chests, locked or not, may also trapped. By Using the search function (i.e., &amp;#039;&amp;#039;&amp;#039;s&amp;#039;&amp;#039;&amp;#039;+dir) a rogue will attempt to examine a chest for a trap. The trap (if present), may be detect by a rogue if he or she has sufficient skill. &lt;br /&gt;
&lt;br /&gt;
Traps may also be present on the ground. And as with chests, searching the ground may show up a trap if one is present.&lt;br /&gt;
&lt;br /&gt;
In order to disarm a trap, use a probe (also available from provisioners) on the trap by using the command: shift+&amp;#039;&amp;#039;&amp;#039;j&amp;#039;&amp;#039;&amp;#039;+dir&lt;br /&gt;
&lt;br /&gt;
===Stealth and Backstabbing===&lt;br /&gt;
Stealth is the art of moving silently and without being noticed. You can attempt to first hide by pressing &amp;#039;&amp;#039;&amp;#039;H&amp;#039;&amp;#039;&amp;#039;, then moving while hidden. Success in either hiding or moving while hiding will improve your stealth.&lt;br /&gt;
&lt;br /&gt;
Once hidden, you can attempt to backstab. You must have a shortsword type weapon equipped to pull off a backstab. Backstabbing success is determined by your stealth skill, the target&amp;#039;s level, and for player targets, the lightness of their armour. It&amp;#039;s very hard to BS a player wearing plate armour, for example.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
*The chances of hiding and moving stealthily are greatly reduced when wearing medium and heavy armour.&lt;br /&gt;
*You cannot hide when there are players, monsters or NPCs around which can see you, or if a light source is being held.&lt;br /&gt;
*Equipping a light source or casting a spell will also take you out of stealth.&lt;br /&gt;
*You can backstab by specifically selecting the skill or simply by attacking normally with CTRL + dir while stealthed.&lt;br /&gt;
*Rogues cannot hide while wearing gold weapons or armor.&lt;br /&gt;
&lt;br /&gt;
===Bards &amp;amp; Musicianship===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How to make a bard:&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1) roll one&amp;lt;br&amp;gt;&lt;br /&gt;
or&amp;lt;br&amp;gt;&lt;br /&gt;
2a) have stealth&amp;lt;90, visit the &amp;#039;School of Rock&amp;#039; NPC at the university to get the initial 10% music skill&amp;lt;br&amp;gt;&lt;br /&gt;
2b) aquire lute (Seftonvale)&amp;lt;br&amp;gt;&lt;br /&gt;
2c) visit pubs (skip Nordhaven, start in Izumi) and ask about song&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Interesting facts and features about bards:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* bard is a subclass of rogue&lt;br /&gt;
* music is mutually exclusive with stealth - stealth goes down as music goes up&lt;br /&gt;
* music is a spellcasting skill with 8 spells; 4 of these spells are auras and 4 are abilities&lt;br /&gt;
* music requires a lute equipped in the offhand (don&amp;#039;t think too hard about playing a lute one handedly)&lt;br /&gt;
* music synergises with foils a little: with foil+lute you can parry/riposte magic!&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;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039; spell type &amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || +10% Damage || aura  || Boosts the caster&amp;#039;s and party member&amp;#039;s damage by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Fear and Confusion || ability  || Causes fear or confusion within the area of effect.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +1 Loot Quality || aura || Increase loot quality from boss monster drops. DOES NOT AFFECT CHEST LOOT.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Party Heal || ability || Bestows the bardic restoration status, lasts 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || +10% Rage || aura || Increases rage gain by +10%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || New Fans || ability || Changes aggressive summoned monsters into friendly monsters&lt;br /&gt;
|-&lt;br /&gt;
| 7 || +100 MR || aura || Bard and party members get +100MR&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Bleeding Eardrums || ability || Costs 50 rage, Causes bleeding in a directional cone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Please refer to the forum thread on this topic: &amp;lt;br&amp;gt;&lt;br /&gt;
http://forums.swut.net/viewtopic.php?f=3&amp;amp;t=5415&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Light Armour===&lt;br /&gt;
Rogues benefit from light armour. Essentially, gaining defence from light armour is subject to having skill points in rogue (or fighter/priest). Specifically, if your highest rogue skill is X%, then you will only gain X% of the total defence afforded by light armour. &lt;br /&gt;
&lt;br /&gt;
So for example, if your highest rogue skill is 50%, and you are wearing 4 defense worth of light armour, then you would only gain 4 * 50% = 2 defense. &lt;br /&gt;
&lt;br /&gt;
And for a complete list of the various armour availble as well as their respective armour types, refer to: [[Items#Armour|Armour Types]]&lt;br /&gt;
&lt;br /&gt;
===Light Armour Movement Penalties===&lt;br /&gt;
Rogues do not suffer movement penalties for wearing light armour.&lt;br /&gt;
&lt;br /&gt;
For a complete list of the various light armour available, refer to: [[Items#Armour|Armour Types]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Player Character}}&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Item_Enchantments&amp;diff=5646</id>
		<title>Item Enchantments</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Item_Enchantments&amp;diff=5646"/>
		<updated>2025-03-01T22:05:18Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Nightvision */&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;
== + AS/damage Weapons ==&lt;br /&gt;
Also known as weapons of slaying, these weapons have a bonus to damage, and an increased chance of penetrating enemy defense.&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; || 103&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 117&lt;br /&gt;
|- style=&amp;quot;background:#eeeeff&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; || 131&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Leeching Weapons==&lt;br /&gt;
Weapons of leeching function as magical weapons that both leech mana and provide an additional +3 to AS/DMG over the leeching bonus (e.g., a leeching +1 weapon will provide an additional +4 AS/DMG). The higher the leeching bonus, the more mana will be leeched with each hit.&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 Leeching Bonus&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Weapon Attack 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;+0&amp;#039;&amp;#039;&amp;#039; ||  &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;+1&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 48&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 63&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;+6&amp;#039;&amp;#039;&amp;#039; || 78&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 wielder&amp;#039;s intelligence. These weapons also receive a bonus of +5 to AS/Dmg. Spell enchantment damage generally scales with character level. &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 || 61&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;VAM (Vas An Mani)&amp;#039;&amp;#039;&amp;#039; || Greater Harm || 61&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;IMJ (In Mani Jux)&amp;#039;&amp;#039;&amp;#039; || Soul Trap || 61&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;XJ (Xen Jux)&amp;#039;&amp;#039;&amp;#039; || Hex (Curse - Rat) || 63&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 || 67&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 Strike || 71&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;KXQ (Kal Xen Quas)&amp;#039;&amp;#039;&amp;#039; || Clone || 76&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;
| &amp;#039;&amp;#039;&amp;#039;IJO (In Jux Ort)&amp;#039;&amp;#039;&amp;#039; || Mana Burn || 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; || 107&lt;br /&gt;
|- style=&amp;quot;background:#eeeeff&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+8&amp;#039;&amp;#039;&amp;#039; || 124&lt;br /&gt;
|- style=&amp;quot;background:#eeeeff&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 141&lt;br /&gt;
|- style=&amp;quot;background:#eeeeff&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; || 158&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Intelligence, dexterity and strength and vigour enhancing enchantments==&lt;br /&gt;
These enchantments usually give a bonus to one of the three stats, 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;
Items enchanted with vigour will help the character regenerate mana. &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;Stat Bonus&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Stat 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 || &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;+2&amp;#039;&amp;#039;&amp;#039; || 0 || &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;+3&amp;#039;&amp;#039;&amp;#039; || 0 || &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;+4&amp;#039;&amp;#039;&amp;#039; || 0 || &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;+5&amp;#039;&amp;#039;&amp;#039; || 1 || &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;+6&amp;#039;&amp;#039;&amp;#039; || 4 || &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;+7&amp;#039;&amp;#039;&amp;#039; || 10 || &amp;#039;&amp;#039;&amp;#039;+25&amp;#039;&amp;#039;&amp;#039; || 102&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+8&amp;#039;&amp;#039;&amp;#039; || 16 || &amp;#039;&amp;#039;&amp;#039;+26&amp;#039;&amp;#039;&amp;#039; || 107&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 21 || &amp;#039;&amp;#039;&amp;#039;+27&amp;#039;&amp;#039;&amp;#039; || 111&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; || 27 || &amp;#039;&amp;#039;&amp;#039;+28&amp;#039;&amp;#039;&amp;#039; || 117&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+11&amp;#039;&amp;#039;&amp;#039; || 32 || &amp;#039;&amp;#039;&amp;#039;+29&amp;#039;&amp;#039;&amp;#039; || 120&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+12&amp;#039;&amp;#039;&amp;#039; || 38 || &amp;#039;&amp;#039;&amp;#039;+30&amp;#039;&amp;#039;&amp;#039; || 125&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+13&amp;#039;&amp;#039;&amp;#039; || 43 || &amp;#039;&amp;#039;&amp;#039;+31&amp;#039;&amp;#039;&amp;#039; || 129&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+14&amp;#039;&amp;#039;&amp;#039; || 48 || &amp;#039;&amp;#039;&amp;#039;+32&amp;#039;&amp;#039;&amp;#039; || 134&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+15&amp;#039;&amp;#039;&amp;#039; || 53 || &amp;#039;&amp;#039;&amp;#039;+33&amp;#039;&amp;#039;&amp;#039; || 138&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+16&amp;#039;&amp;#039;&amp;#039; || 59 || &amp;#039;&amp;#039;&amp;#039;+34&amp;#039;&amp;#039;&amp;#039; || 142&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+17&amp;#039;&amp;#039;&amp;#039; || 64 || &amp;#039;&amp;#039;&amp;#039;+35&amp;#039;&amp;#039;&amp;#039; || 147&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+18&amp;#039;&amp;#039;&amp;#039; || 69 || &amp;#039;&amp;#039;&amp;#039;+36&amp;#039;&amp;#039;&amp;#039; || 151&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. Each +NV increases the radius of visibility by one tile. 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; || 64&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 125&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. Although the item may be denoted as being +1 to +5 (or in some rare cases like artifacts, even more than +5), the true increase in magical resistance points is listed in the parenthesis.&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 (+20 MR)&amp;#039;&amp;#039;&amp;#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2 (+40 MR)&amp;#039;&amp;#039;&amp;#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3 (+60 MR)&amp;#039;&amp;#039;&amp;#039; || 27&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4 (+80 MR)&amp;#039;&amp;#039;&amp;#039; || 64&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5 (+100 MR)&amp;#039;&amp;#039;&amp;#039; || 125&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
Many artifacts exist, and are characterised by a distinctive glow. These are rare and highly sought after items of power that should be treasured when found. See the [[Artifacts]] page for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation The World of Sosaria}}&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Item_Enchantments&amp;diff=5645</id>
		<title>Item Enchantments</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Item_Enchantments&amp;diff=5645"/>
		<updated>2025-03-01T22:04:20Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Spell enchantments */&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;
== + AS/damage Weapons ==&lt;br /&gt;
Also known as weapons of slaying, these weapons have a bonus to damage, and an increased chance of penetrating enemy defense.&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; || 103&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 117&lt;br /&gt;
|- style=&amp;quot;background:#eeeeff&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; || 131&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Leeching Weapons==&lt;br /&gt;
Weapons of leeching function as magical weapons that both leech mana and provide an additional +3 to AS/DMG over the leeching bonus (e.g., a leeching +1 weapon will provide an additional +4 AS/DMG). The higher the leeching bonus, the more mana will be leeched with each hit.&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 Leeching Bonus&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Weapon Attack 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;+0&amp;#039;&amp;#039;&amp;#039; ||  &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;+1&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 48&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 63&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;+6&amp;#039;&amp;#039;&amp;#039; || 78&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 wielder&amp;#039;s intelligence. These weapons also receive a bonus of +5 to AS/Dmg. Spell enchantment damage generally scales with character level. &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 || 61&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;VAM (Vas An Mani)&amp;#039;&amp;#039;&amp;#039; || Greater Harm || 61&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;IMJ (In Mani Jux)&amp;#039;&amp;#039;&amp;#039; || Soul Trap || 61&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;XJ (Xen Jux)&amp;#039;&amp;#039;&amp;#039; || Hex (Curse - Rat) || 63&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 || 67&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 Strike || 71&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;KXQ (Kal Xen Quas)&amp;#039;&amp;#039;&amp;#039; || Clone || 76&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;
| &amp;#039;&amp;#039;&amp;#039;IJO (In Jux Ort)&amp;#039;&amp;#039;&amp;#039; || Mana Burn || 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; || 107&lt;br /&gt;
|- style=&amp;quot;background:#eeeeff&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+8&amp;#039;&amp;#039;&amp;#039; || 124&lt;br /&gt;
|- style=&amp;quot;background:#eeeeff&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 141&lt;br /&gt;
|- style=&amp;quot;background:#eeeeff&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; || 158&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Intelligence, dexterity and strength and vigour enhancing enchantments==&lt;br /&gt;
These enchantments usually give a bonus to one of the three stats, 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;
Items enchanted with vigour will help the character regenerate mana. &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;Stat Bonus&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Stat 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 || &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;+2&amp;#039;&amp;#039;&amp;#039; || 0 || &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;+3&amp;#039;&amp;#039;&amp;#039; || 0 || &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;+4&amp;#039;&amp;#039;&amp;#039; || 0 || &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;+5&amp;#039;&amp;#039;&amp;#039; || 1 || &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;+6&amp;#039;&amp;#039;&amp;#039; || 4 || &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;+7&amp;#039;&amp;#039;&amp;#039; || 10 || &amp;#039;&amp;#039;&amp;#039;+25&amp;#039;&amp;#039;&amp;#039; || 102&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+8&amp;#039;&amp;#039;&amp;#039; || 16 || &amp;#039;&amp;#039;&amp;#039;+26&amp;#039;&amp;#039;&amp;#039; || 107&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 21 || &amp;#039;&amp;#039;&amp;#039;+27&amp;#039;&amp;#039;&amp;#039; || 111&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; || 27 || &amp;#039;&amp;#039;&amp;#039;+28&amp;#039;&amp;#039;&amp;#039; || 117&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+11&amp;#039;&amp;#039;&amp;#039; || 32 || &amp;#039;&amp;#039;&amp;#039;+29&amp;#039;&amp;#039;&amp;#039; || 120&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+12&amp;#039;&amp;#039;&amp;#039; || 38 || &amp;#039;&amp;#039;&amp;#039;+30&amp;#039;&amp;#039;&amp;#039; || 125&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+13&amp;#039;&amp;#039;&amp;#039; || 43 || &amp;#039;&amp;#039;&amp;#039;+31&amp;#039;&amp;#039;&amp;#039; || 129&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+14&amp;#039;&amp;#039;&amp;#039; || 48 || &amp;#039;&amp;#039;&amp;#039;+32&amp;#039;&amp;#039;&amp;#039; || 134&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+15&amp;#039;&amp;#039;&amp;#039; || 53 || &amp;#039;&amp;#039;&amp;#039;+33&amp;#039;&amp;#039;&amp;#039; || 138&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+16&amp;#039;&amp;#039;&amp;#039; || 59 || &amp;#039;&amp;#039;&amp;#039;+34&amp;#039;&amp;#039;&amp;#039; || 142&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+17&amp;#039;&amp;#039;&amp;#039; || 64 || &amp;#039;&amp;#039;&amp;#039;+35&amp;#039;&amp;#039;&amp;#039; || 147&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+18&amp;#039;&amp;#039;&amp;#039; || 69 || &amp;#039;&amp;#039;&amp;#039;+36&amp;#039;&amp;#039;&amp;#039; || 151&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; || 64&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 125&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. Although the item may be denoted as being +1 to +5 (or in some rare cases like artifacts, even more than +5), the true increase in magical resistance points is listed in the parenthesis.&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 (+20 MR)&amp;#039;&amp;#039;&amp;#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2 (+40 MR)&amp;#039;&amp;#039;&amp;#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3 (+60 MR)&amp;#039;&amp;#039;&amp;#039; || 27&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4 (+80 MR)&amp;#039;&amp;#039;&amp;#039; || 64&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5 (+100 MR)&amp;#039;&amp;#039;&amp;#039; || 125&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
Many artifacts exist, and are characterised by a distinctive glow. These are rare and highly sought after items of power that should be treasured when found. See the [[Artifacts]] page for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation The World of Sosaria}}&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Item_Enchantments&amp;diff=5644</id>
		<title>Item Enchantments</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Item_Enchantments&amp;diff=5644"/>
		<updated>2025-03-01T22:03:08Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Spell enchantments */&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;
== + AS/damage Weapons ==&lt;br /&gt;
Also known as weapons of slaying, these weapons have a bonus to damage, and an increased chance of penetrating enemy defense.&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; || 103&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 117&lt;br /&gt;
|- style=&amp;quot;background:#eeeeff&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; || 131&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Leeching Weapons==&lt;br /&gt;
Weapons of leeching function as magical weapons that both leech mana and provide an additional +3 to AS/DMG over the leeching bonus (e.g., a leeching +1 weapon will provide an additional +4 AS/DMG). The higher the leeching bonus, the more mana will be leeched with each hit.&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 Leeching Bonus&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Weapon Attack 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;+0&amp;#039;&amp;#039;&amp;#039; ||  &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;+1&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 48&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 63&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;+6&amp;#039;&amp;#039;&amp;#039; || 78&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 wielder&amp;#039;s intelligence. These weapons also receive a bonus of +5 to AS/Dmg. Spell enchantment damage generally scales with player level. &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 || 61&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;VAM (Vas An Mani)&amp;#039;&amp;#039;&amp;#039; || Greater Harm || 61&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;IMJ (In Mani Jux)&amp;#039;&amp;#039;&amp;#039; || Soul Trap || 61&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;XJ (Xen Jux)&amp;#039;&amp;#039;&amp;#039; || Hex (Curse - Rat) || 63&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 || 67&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 Strike || 71&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;KXQ (Kal Xen Quas)&amp;#039;&amp;#039;&amp;#039; || Clone || 76&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;
| &amp;#039;&amp;#039;&amp;#039;IJO (In Jux Ort)&amp;#039;&amp;#039;&amp;#039; || Mana Burn || 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; || 107&lt;br /&gt;
|- style=&amp;quot;background:#eeeeff&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+8&amp;#039;&amp;#039;&amp;#039; || 124&lt;br /&gt;
|- style=&amp;quot;background:#eeeeff&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 141&lt;br /&gt;
|- style=&amp;quot;background:#eeeeff&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; || 158&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Intelligence, dexterity and strength and vigour enhancing enchantments==&lt;br /&gt;
These enchantments usually give a bonus to one of the three stats, 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;
Items enchanted with vigour will help the character regenerate mana. &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;Stat Bonus&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Stat 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 || &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;+2&amp;#039;&amp;#039;&amp;#039; || 0 || &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;+3&amp;#039;&amp;#039;&amp;#039; || 0 || &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;+4&amp;#039;&amp;#039;&amp;#039; || 0 || &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;+5&amp;#039;&amp;#039;&amp;#039; || 1 || &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;+6&amp;#039;&amp;#039;&amp;#039; || 4 || &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;+7&amp;#039;&amp;#039;&amp;#039; || 10 || &amp;#039;&amp;#039;&amp;#039;+25&amp;#039;&amp;#039;&amp;#039; || 102&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+8&amp;#039;&amp;#039;&amp;#039; || 16 || &amp;#039;&amp;#039;&amp;#039;+26&amp;#039;&amp;#039;&amp;#039; || 107&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 21 || &amp;#039;&amp;#039;&amp;#039;+27&amp;#039;&amp;#039;&amp;#039; || 111&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; || 27 || &amp;#039;&amp;#039;&amp;#039;+28&amp;#039;&amp;#039;&amp;#039; || 117&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+11&amp;#039;&amp;#039;&amp;#039; || 32 || &amp;#039;&amp;#039;&amp;#039;+29&amp;#039;&amp;#039;&amp;#039; || 120&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+12&amp;#039;&amp;#039;&amp;#039; || 38 || &amp;#039;&amp;#039;&amp;#039;+30&amp;#039;&amp;#039;&amp;#039; || 125&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+13&amp;#039;&amp;#039;&amp;#039; || 43 || &amp;#039;&amp;#039;&amp;#039;+31&amp;#039;&amp;#039;&amp;#039; || 129&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+14&amp;#039;&amp;#039;&amp;#039; || 48 || &amp;#039;&amp;#039;&amp;#039;+32&amp;#039;&amp;#039;&amp;#039; || 134&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+15&amp;#039;&amp;#039;&amp;#039; || 53 || &amp;#039;&amp;#039;&amp;#039;+33&amp;#039;&amp;#039;&amp;#039; || 138&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+16&amp;#039;&amp;#039;&amp;#039; || 59 || &amp;#039;&amp;#039;&amp;#039;+34&amp;#039;&amp;#039;&amp;#039; || 142&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+17&amp;#039;&amp;#039;&amp;#039; || 64 || &amp;#039;&amp;#039;&amp;#039;+35&amp;#039;&amp;#039;&amp;#039; || 147&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+18&amp;#039;&amp;#039;&amp;#039; || 69 || &amp;#039;&amp;#039;&amp;#039;+36&amp;#039;&amp;#039;&amp;#039; || 151&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; || 64&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 125&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. Although the item may be denoted as being +1 to +5 (or in some rare cases like artifacts, even more than +5), the true increase in magical resistance points is listed in the parenthesis.&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 (+20 MR)&amp;#039;&amp;#039;&amp;#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2 (+40 MR)&amp;#039;&amp;#039;&amp;#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3 (+60 MR)&amp;#039;&amp;#039;&amp;#039; || 27&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4 (+80 MR)&amp;#039;&amp;#039;&amp;#039; || 64&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5 (+100 MR)&amp;#039;&amp;#039;&amp;#039; || 125&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
Many artifacts exist, and are characterised by a distinctive glow. These are rare and highly sought after items of power that should be treasured when found. See the [[Artifacts]] page for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation The World of Sosaria}}&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Item_Enchantments&amp;diff=5643</id>
		<title>Item Enchantments</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Item_Enchantments&amp;diff=5643"/>
		<updated>2025-03-01T22:02:20Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* + Weapons */&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;
== + AS/damage Weapons ==&lt;br /&gt;
Also known as weapons of slaying, these weapons have a bonus to damage, and an increased chance of penetrating enemy defense.&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; || 103&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 117&lt;br /&gt;
|- style=&amp;quot;background:#eeeeff&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; || 131&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Leeching Weapons==&lt;br /&gt;
Weapons of leeching function as magical weapons that both leech mana and provide an additional +3 to AS/DMG over the leeching bonus (e.g., a leeching +1 weapon will provide an additional +4 AS/DMG). The higher the leeching bonus, the more mana will be leeched with each hit.&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 Leeching Bonus&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Weapon Attack 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;+0&amp;#039;&amp;#039;&amp;#039; ||  &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;+1&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 48&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 63&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;+6&amp;#039;&amp;#039;&amp;#039; || 78&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 wielder&amp;#039;s 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 || 61&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;VAM (Vas An Mani)&amp;#039;&amp;#039;&amp;#039; || Greater Harm || 61&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;IMJ (In Mani Jux)&amp;#039;&amp;#039;&amp;#039; || Soul Trap || 61&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;XJ (Xen Jux)&amp;#039;&amp;#039;&amp;#039; || Hex (Curse - Rat) || 63&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 || 67&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 Strike || 71&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;KXQ (Kal Xen Quas)&amp;#039;&amp;#039;&amp;#039; || Clone || 76&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;
| &amp;#039;&amp;#039;&amp;#039;IJO (In Jux Ort)&amp;#039;&amp;#039;&amp;#039; || Mana Burn || 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; || 107&lt;br /&gt;
|- style=&amp;quot;background:#eeeeff&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+8&amp;#039;&amp;#039;&amp;#039; || 124&lt;br /&gt;
|- style=&amp;quot;background:#eeeeff&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 141&lt;br /&gt;
|- style=&amp;quot;background:#eeeeff&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; || 158&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Intelligence, dexterity and strength and vigour enhancing enchantments==&lt;br /&gt;
These enchantments usually give a bonus to one of the three stats, 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;
Items enchanted with vigour will help the character regenerate mana. &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;Stat Bonus&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Stat 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 || &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;+2&amp;#039;&amp;#039;&amp;#039; || 0 || &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;+3&amp;#039;&amp;#039;&amp;#039; || 0 || &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;+4&amp;#039;&amp;#039;&amp;#039; || 0 || &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;+5&amp;#039;&amp;#039;&amp;#039; || 1 || &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;+6&amp;#039;&amp;#039;&amp;#039; || 4 || &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;+7&amp;#039;&amp;#039;&amp;#039; || 10 || &amp;#039;&amp;#039;&amp;#039;+25&amp;#039;&amp;#039;&amp;#039; || 102&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+8&amp;#039;&amp;#039;&amp;#039; || 16 || &amp;#039;&amp;#039;&amp;#039;+26&amp;#039;&amp;#039;&amp;#039; || 107&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 21 || &amp;#039;&amp;#039;&amp;#039;+27&amp;#039;&amp;#039;&amp;#039; || 111&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; || 27 || &amp;#039;&amp;#039;&amp;#039;+28&amp;#039;&amp;#039;&amp;#039; || 117&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+11&amp;#039;&amp;#039;&amp;#039; || 32 || &amp;#039;&amp;#039;&amp;#039;+29&amp;#039;&amp;#039;&amp;#039; || 120&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+12&amp;#039;&amp;#039;&amp;#039; || 38 || &amp;#039;&amp;#039;&amp;#039;+30&amp;#039;&amp;#039;&amp;#039; || 125&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+13&amp;#039;&amp;#039;&amp;#039; || 43 || &amp;#039;&amp;#039;&amp;#039;+31&amp;#039;&amp;#039;&amp;#039; || 129&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+14&amp;#039;&amp;#039;&amp;#039; || 48 || &amp;#039;&amp;#039;&amp;#039;+32&amp;#039;&amp;#039;&amp;#039; || 134&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+15&amp;#039;&amp;#039;&amp;#039; || 53 || &amp;#039;&amp;#039;&amp;#039;+33&amp;#039;&amp;#039;&amp;#039; || 138&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+16&amp;#039;&amp;#039;&amp;#039; || 59 || &amp;#039;&amp;#039;&amp;#039;+34&amp;#039;&amp;#039;&amp;#039; || 142&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+17&amp;#039;&amp;#039;&amp;#039; || 64 || &amp;#039;&amp;#039;&amp;#039;+35&amp;#039;&amp;#039;&amp;#039; || 147&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+18&amp;#039;&amp;#039;&amp;#039; || 69 || &amp;#039;&amp;#039;&amp;#039;+36&amp;#039;&amp;#039;&amp;#039; || 151&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; || 64&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 125&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. Although the item may be denoted as being +1 to +5 (or in some rare cases like artifacts, even more than +5), the true increase in magical resistance points is listed in the parenthesis.&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 (+20 MR)&amp;#039;&amp;#039;&amp;#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2 (+40 MR)&amp;#039;&amp;#039;&amp;#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3 (+60 MR)&amp;#039;&amp;#039;&amp;#039; || 27&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4 (+80 MR)&amp;#039;&amp;#039;&amp;#039; || 64&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5 (+100 MR)&amp;#039;&amp;#039;&amp;#039; || 125&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
Many artifacts exist, and are characterised by a distinctive glow. These are rare and highly sought after items of power that should be treasured when found. See the [[Artifacts]] page for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation The World of Sosaria}}&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Combat&amp;diff=5642</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Combat&amp;diff=5642"/>
		<updated>2025-03-01T21:56:01Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Special Rage Attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat is an essential part of EUO. Before entering combat, you will probably want to &amp;#039;&amp;#039;&amp;#039;r&amp;#039;&amp;#039;&amp;#039;eady your fighting equipment, stock up on some healing items such as yellow potions, healing spells or bandages, maybe gather some party-mates, and gather your courage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Controls==&lt;br /&gt;
Refer to: [[Keyboard Controls|Controls]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Maths Basics==&lt;br /&gt;
===Melee combat===&lt;br /&gt;
Every player and creature has an attack strength (AS), and a defense (Def). The higher your attack strength and defense, the better. If a defender&amp;#039;s defense is significantly higher than an attacker&amp;#039;s AS, that defender will take minimal damage.&lt;br /&gt;
&lt;br /&gt;
Your attack strength is derived from a combination of:&lt;br /&gt;
* the +AS enchantment on your weapon.&lt;br /&gt;
* the +AS enchantment from items worn (note that the +AS on gloves do not count unless using bare fists), the +AS enchantment on rings, necklaces, sigils, offhand equipment like lutes, orbs and skulls. &lt;br /&gt;
* the skill you have in using the weapon used. &lt;br /&gt;
* tactics if you are wielding a fighter weapon, and &lt;br /&gt;
* the stats of your character. &lt;br /&gt;
&lt;br /&gt;
Defense is straightforward; it is derived from the total defense of all armour being worn. However, note that the defense from light, medium and heavy armour is dependent on the class composition of a character. Refer to [[Class Skills]] for specific information about the armour types that each class can benefit from.&lt;br /&gt;
&lt;br /&gt;
Damage scaling:&lt;br /&gt;
If your AS is same as the opponent Defense, you deal maximum damage that you are capable of. If your AS is 20 lower than the opponent&amp;#039;s Defense, the damage you deal is reduced to 25%. In between it is scaled from 25% to 100%.&lt;br /&gt;
&lt;br /&gt;
Defense on shields do not count towards your Defense, but instead increases the rate at which attacks are blocked. &lt;br /&gt;
&lt;br /&gt;
Diamond weapons ignore the Def of the opponent.&lt;br /&gt;
&lt;br /&gt;
===Magical combat===&lt;br /&gt;
Every player and creature has Intelligence (Int) and Magic Resistance (MR). The higher your Int and MR is, the better.&lt;br /&gt;
&lt;br /&gt;
While some spells have their own formula, generally speaking most spells base damage scale to caster&amp;#039;s Int and most spell damage is reduced by high MR. For example, Xen Corp (Kill) ignores target MR, while Vas An Mani Tym (greater power word pain) does % of target hp damage over time.&lt;br /&gt;
&lt;br /&gt;
Intelligence is straightforward, it is the total of your Intelligence from your base [[Player_Stats|Stats]] and +Int enchantments on the equipment you are wearing and +Int buffs from food and potions, multiplied by any % Intelligence buffs activated. &lt;br /&gt;
&lt;br /&gt;
Your Magic Resistance is derived from:&lt;br /&gt;
* the +MR enchantment on items worn&lt;br /&gt;
* the total MR gained from your equipment due to tint (crystal or mithril), if it is [[Mythic_Item_Crafting|Mythic]] or not, etc.&lt;br /&gt;
* the stats of your character, mainly from your Intelligence but also some contribution from Strength and Dexterity. &lt;br /&gt;
&lt;br /&gt;
Magical damage scaling is slightly more complicated than melee damage scaling, but roughly: If your Int is the same or higher than the defending MR, then you do 110% of the damage you are capable of. If the defending MR is 1.25x higher than the attacking Int, the damage dealt is reduced to 25% of the maximum damage.&lt;br /&gt;
&lt;br /&gt;
==Damage Types and Stat Dependent Damage Optimisation==&lt;br /&gt;
===Damage Types===&lt;br /&gt;
Each weapon has a corresponding damage type: slashing, piercing, or bludgeoning. And with certain types of monsters being more susceptible to each particular damage type, using the right weapon can give you a significant advantage. The following are some monster susceptibilities:&lt;br /&gt;
* Undead: vulnerable to bludgeoning damage&lt;br /&gt;
* Hellspawn: vulnerable to slashing damage&lt;br /&gt;
* Dragons: vulnerable to piercing damage &lt;br /&gt;
&lt;br /&gt;
===Stat Dependent Damage Optimisation===&lt;br /&gt;
The damage dealt with a particular weapon is enhanced by certain stats. This damage bonus is dependent upon the particular weapon skill employed. For example, when using a mace-type weapon, the damage bonus is dependent on strength, while when using a foil-type weapon, the damage bonus is dependent on dexterity.&lt;br /&gt;
&lt;br /&gt;
Refer to the following for more specific information on damage types and stat dependent damage optimisation:&lt;br /&gt;
* Axes, Longswords, Maces, Polearms: [[Fighter#Fighter_Weapon_Skills|Fighter Weapon Skills]]&lt;br /&gt;
* Foils, Ranged, Shortswords: [[Rogue#Rogue_Weapon_Skills|Rogue Weapon Skills]]&lt;br /&gt;
* Unarmed, Staves: [[Miscellaneous_Skills#Miscellaneous_Weapon_Skills|Miscellaneous Weapon Skills]]&lt;br /&gt;
&lt;br /&gt;
== Special Rage Attacks==&lt;br /&gt;
Rage attacks are special abilities that use rage as a resource. Rage is generated by dealing damage or to a much lesser extent by taking damage. Rage that isn&amp;#039;t used expires after a few seconds.  &lt;br /&gt;
&lt;br /&gt;
See [[Combat Abilities]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Other Combat Notes==&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 (unless the character is a half-troll).&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;
===Criticals===&lt;br /&gt;
When executing any attack based on a weapon skill, there is a small chance that attack will inflict a critical hit. A critical hit will inflict significantly greater damage than a regular hit.&lt;br /&gt;
&lt;br /&gt;
Note: using a tinted weapon will decrease the chance of criticals being inflicted.&lt;br /&gt;
&lt;br /&gt;
===Parry and Riposte===&lt;br /&gt;
Rogues using foils can parry and riposte.&lt;br /&gt;
&lt;br /&gt;
For detailed information on this, refer to the Foil weapon skill subsection in the [[Rogue|Rogue]] page.&lt;br /&gt;
&lt;br /&gt;
===Dodge===&lt;br /&gt;
Characters with high dexterity have a small chance to dodge physical attacks entirely; the higher the dexterity, the higher the chance to dodge. There is also a buff that improves dodging capability. &lt;br /&gt;
&lt;br /&gt;
Most magics have a low chance of also being dodged.&lt;br /&gt;
&lt;br /&gt;
===Movement===&lt;br /&gt;
The speed at which a character moves (or flees) is dependent on two things:&lt;br /&gt;
* The higher a character&amp;#039;s dexterity is, the faster he or she will move.&lt;br /&gt;
* The heavier the armour worn, the slower the character will move.&lt;br /&gt;
&lt;br /&gt;
However, note that the movement penalties associated with certain armour categories effect certain classes to a lesser extent (and in some cases, they are even negated). Refer to individual [[Classes|class]] pages for class-specific information on armour types and movement.&lt;br /&gt;
&lt;br /&gt;
===Unarmed Combat===&lt;br /&gt;
&lt;br /&gt;
A character gains additional bonuses when fighting unarmed. For [[Monk]]s this is the best way to do melee combat.&lt;br /&gt;
&lt;br /&gt;
For detailed information on this, refer to [[Miscellaneous_Skills#Unarmed|Unarmed]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Combat&amp;diff=5641</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Combat&amp;diff=5641"/>
		<updated>2025-03-01T21:54:02Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Stat Dependent Damage Optimisation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat is an essential part of EUO. Before entering combat, you will probably want to &amp;#039;&amp;#039;&amp;#039;r&amp;#039;&amp;#039;&amp;#039;eady your fighting equipment, stock up on some healing items such as yellow potions, healing spells or bandages, maybe gather some party-mates, and gather your courage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Controls==&lt;br /&gt;
Refer to: [[Keyboard Controls|Controls]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Maths Basics==&lt;br /&gt;
===Melee combat===&lt;br /&gt;
Every player and creature has an attack strength (AS), and a defense (Def). The higher your attack strength and defense, the better. If a defender&amp;#039;s defense is significantly higher than an attacker&amp;#039;s AS, that defender will take minimal damage.&lt;br /&gt;
&lt;br /&gt;
Your attack strength is derived from a combination of:&lt;br /&gt;
* the +AS enchantment on your weapon.&lt;br /&gt;
* the +AS enchantment from items worn (note that the +AS on gloves do not count unless using bare fists), the +AS enchantment on rings, necklaces, sigils, offhand equipment like lutes, orbs and skulls. &lt;br /&gt;
* the skill you have in using the weapon used. &lt;br /&gt;
* tactics if you are wielding a fighter weapon, and &lt;br /&gt;
* the stats of your character. &lt;br /&gt;
&lt;br /&gt;
Defense is straightforward; it is derived from the total defense of all armour being worn. However, note that the defense from light, medium and heavy armour is dependent on the class composition of a character. Refer to [[Class Skills]] for specific information about the armour types that each class can benefit from.&lt;br /&gt;
&lt;br /&gt;
Damage scaling:&lt;br /&gt;
If your AS is same as the opponent Defense, you deal maximum damage that you are capable of. If your AS is 20 lower than the opponent&amp;#039;s Defense, the damage you deal is reduced to 25%. In between it is scaled from 25% to 100%.&lt;br /&gt;
&lt;br /&gt;
Defense on shields do not count towards your Defense, but instead increases the rate at which attacks are blocked. &lt;br /&gt;
&lt;br /&gt;
Diamond weapons ignore the Def of the opponent.&lt;br /&gt;
&lt;br /&gt;
===Magical combat===&lt;br /&gt;
Every player and creature has Intelligence (Int) and Magic Resistance (MR). The higher your Int and MR is, the better.&lt;br /&gt;
&lt;br /&gt;
While some spells have their own formula, generally speaking most spells base damage scale to caster&amp;#039;s Int and most spell damage is reduced by high MR. For example, Xen Corp (Kill) ignores target MR, while Vas An Mani Tym (greater power word pain) does % of target hp damage over time.&lt;br /&gt;
&lt;br /&gt;
Intelligence is straightforward, it is the total of your Intelligence from your base [[Player_Stats|Stats]] and +Int enchantments on the equipment you are wearing and +Int buffs from food and potions, multiplied by any % Intelligence buffs activated. &lt;br /&gt;
&lt;br /&gt;
Your Magic Resistance is derived from:&lt;br /&gt;
* the +MR enchantment on items worn&lt;br /&gt;
* the total MR gained from your equipment due to tint (crystal or mithril), if it is [[Mythic_Item_Crafting|Mythic]] or not, etc.&lt;br /&gt;
* the stats of your character, mainly from your Intelligence but also some contribution from Strength and Dexterity. &lt;br /&gt;
&lt;br /&gt;
Magical damage scaling is slightly more complicated than melee damage scaling, but roughly: If your Int is the same or higher than the defending MR, then you do 110% of the damage you are capable of. If the defending MR is 1.25x higher than the attacking Int, the damage dealt is reduced to 25% of the maximum damage.&lt;br /&gt;
&lt;br /&gt;
==Damage Types and Stat Dependent Damage Optimisation==&lt;br /&gt;
===Damage Types===&lt;br /&gt;
Each weapon has a corresponding damage type: slashing, piercing, or bludgeoning. And with certain types of monsters being more susceptible to each particular damage type, using the right weapon can give you a significant advantage. The following are some monster susceptibilities:&lt;br /&gt;
* Undead: vulnerable to bludgeoning damage&lt;br /&gt;
* Hellspawn: vulnerable to slashing damage&lt;br /&gt;
* Dragons: vulnerable to piercing damage &lt;br /&gt;
&lt;br /&gt;
===Stat Dependent Damage Optimisation===&lt;br /&gt;
The damage dealt with a particular weapon is enhanced by certain stats. This damage bonus is dependent upon the particular weapon skill employed. For example, when using a mace-type weapon, the damage bonus is dependent on strength, while when using a foil-type weapon, the damage bonus is dependent on dexterity.&lt;br /&gt;
&lt;br /&gt;
Refer to the following for more specific information on damage types and stat dependent damage optimisation:&lt;br /&gt;
* Axes, Longswords, Maces, Polearms: [[Fighter#Fighter_Weapon_Skills|Fighter Weapon Skills]]&lt;br /&gt;
* Foils, Ranged, Shortswords: [[Rogue#Rogue_Weapon_Skills|Rogue Weapon Skills]]&lt;br /&gt;
* Unarmed, Staves: [[Miscellaneous_Skills#Miscellaneous_Weapon_Skills|Miscellaneous Weapon Skills]]&lt;br /&gt;
&lt;br /&gt;
== Special Rage Attacks==&lt;br /&gt;
See [[Combat Abilities]].&lt;br /&gt;
&lt;br /&gt;
==Other Combat Notes==&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 (unless the character is a half-troll).&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;
===Criticals===&lt;br /&gt;
When executing any attack based on a weapon skill, there is a small chance that attack will inflict a critical hit. A critical hit will inflict significantly greater damage than a regular hit.&lt;br /&gt;
&lt;br /&gt;
Note: using a tinted weapon will decrease the chance of criticals being inflicted.&lt;br /&gt;
&lt;br /&gt;
===Parry and Riposte===&lt;br /&gt;
Rogues using foils can parry and riposte.&lt;br /&gt;
&lt;br /&gt;
For detailed information on this, refer to the Foil weapon skill subsection in the [[Rogue|Rogue]] page.&lt;br /&gt;
&lt;br /&gt;
===Dodge===&lt;br /&gt;
Characters with high dexterity have a small chance to dodge physical attacks entirely; the higher the dexterity, the higher the chance to dodge. There is also a buff that improves dodging capability. &lt;br /&gt;
&lt;br /&gt;
Most magics have a low chance of also being dodged.&lt;br /&gt;
&lt;br /&gt;
===Movement===&lt;br /&gt;
The speed at which a character moves (or flees) is dependent on two things:&lt;br /&gt;
* The higher a character&amp;#039;s dexterity is, the faster he or she will move.&lt;br /&gt;
* The heavier the armour worn, the slower the character will move.&lt;br /&gt;
&lt;br /&gt;
However, note that the movement penalties associated with certain armour categories effect certain classes to a lesser extent (and in some cases, they are even negated). Refer to individual [[Classes|class]] pages for class-specific information on armour types and movement.&lt;br /&gt;
&lt;br /&gt;
===Unarmed Combat===&lt;br /&gt;
&lt;br /&gt;
A character gains additional bonuses when fighting unarmed. For [[Monk]]s this is the best way to do melee combat.&lt;br /&gt;
&lt;br /&gt;
For detailed information on this, refer to [[Miscellaneous_Skills#Unarmed|Unarmed]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Races&amp;diff=5638</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Races&amp;diff=5638"/>
		<updated>2025-02-18T02:29:53Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Human==&lt;br /&gt;
* 150% class cap (all other races start with 125%)&lt;br /&gt;
* +10% xp (the non-human races gain only 90% of xp from monsters and quests)&lt;br /&gt;
* On Permanent Death (PD) servers: Humans can remort to 200% class cap, while other races remort only to 175%&lt;br /&gt;
&lt;br /&gt;
==Draconian==&lt;br /&gt;
* +10% magical and normal damage&lt;br /&gt;
* +15% magic resistance&lt;br /&gt;
* Can polymorph into a drake that lets you fly at a slow speed anywhere on continent&lt;br /&gt;
&lt;br /&gt;
==Half Troll==&lt;br /&gt;
* Dual wield any 1-handed weapons (e.g., a 1H axe and a 1H sword: a tomahawk and a falchion)&lt;br /&gt;
* Dual wield slight speed increase : 10% faster&lt;br /&gt;
* Increased HP regeneration (regenerates even in the middle of battle)&lt;br /&gt;
&lt;br /&gt;
==Half Orc==&lt;br /&gt;
* +10% STR&lt;br /&gt;
* +10% magic resistance&lt;br /&gt;
* +15% faster rage gain&lt;br /&gt;
* No speed reduction with heavy armour&lt;br /&gt;
* Gains one point of magic resistance per rage&lt;br /&gt;
&lt;br /&gt;
==Gnome==&lt;br /&gt;
* +10% DEX&lt;br /&gt;
* +10% INT&lt;br /&gt;
* walk 15% faster than all other races while stealthed &lt;br /&gt;
* AEP/held time reduced by 50%  &lt;br /&gt;
* Cannot wield 2-handed melee weapons&lt;br /&gt;
* Can search a chest to flag it as trapped or untrapped; this occurs at any level of traps skill&lt;br /&gt;
&lt;br /&gt;
==Bloodkin==&lt;br /&gt;
* +10% INT&lt;br /&gt;
* +10% magic resistance&lt;br /&gt;
* +15% attack strength&lt;br /&gt;
* All attacks leech mana (much like leeching weapons but less effective)&lt;br /&gt;
&lt;br /&gt;
==Shadowfolk==&lt;br /&gt;
* +10% STR&lt;br /&gt;
* +10% DEX&lt;br /&gt;
* +3 nightvision&lt;br /&gt;
* Has the ability to go invisible with their Shadowmeld ability for 20 seconds&lt;br /&gt;
&lt;br /&gt;
==Dwarf==&lt;br /&gt;
* +10% hp&lt;br /&gt;
* +15% to a stat of their choice, obtainable by drinking different alcohols&lt;br /&gt;
* Full time infravision&lt;br /&gt;
* Can mine, smelt, craft and WoT mithril weapons and armour&lt;br /&gt;
* WoT&amp;#039;ing mithril equipment doesn&amp;#039;t cause a stat loss. &lt;br /&gt;
* Anyone can wear mithril (which has similar def to blackrock) but only dwarves get the crystal-armour like MR bonus from it&lt;br /&gt;
* Anyone can equip mithril weapons (which give similar damage bonus to adamantium) but only dwarves get a 5 second MR cleave on critical hit&lt;br /&gt;
* Mithril does not drop&lt;br /&gt;
&lt;br /&gt;
==Skeletun==&lt;br /&gt;
* magic resistance +15%&lt;br /&gt;
* No res sickness&lt;br /&gt;
* Do not get hungry but get bonuses from food&lt;br /&gt;
* Corpses are always delicious and fully heal&lt;br /&gt;
* Immune to poison, choking, drowning - and enemy vampyric attacks do not restore health&lt;br /&gt;
* +100% dmg taken from silver (PVP only)&lt;br /&gt;
* Take turn dmg (PVP only)&lt;br /&gt;
* Take damage from wearing silver&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Player Character}}&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Alchemy&amp;diff=5637</id>
		<title>Alchemy</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Alchemy&amp;diff=5637"/>
		<updated>2025-02-18T00:52:04Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alchemy is the science of making potions, and the conversion and processing of base materials for use with not only making potions, but for other crafts as well.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Most alchemy is performed with an &amp;#039;&amp;#039;alembic&amp;#039;&amp;#039; and an &amp;#039;&amp;#039;alchemists&amp;#039; bench&amp;#039;&amp;#039;.  There are 3 other specialist tools however: the &amp;#039;&amp;#039;mortar and pestle&amp;#039;&amp;#039;, the &amp;#039;&amp;#039;sieve&amp;#039;&amp;#039;, and the &amp;#039;&amp;#039;dragonscale saw&amp;#039;&amp;#039;: all of which are used to process monster parts (explained below).&lt;br /&gt;
&lt;br /&gt;
==Potion Recipes ==&lt;br /&gt;
[[image:alchemy.gif|left]] &amp;lt;br clear=&amp;#039;all&amp;#039;&amp;gt;&lt;br /&gt;
An alembic is a glass apparatus used for the distilling and purification of various liquids or essences and is available from a [[Shoppes#Provisioner|provisioner]].  An Alchemist&amp;#039;s bench can usually be found in an [[Shoppes#Apothecary|apothecary]], and is free for use by any alchemist.&lt;br /&gt;
&lt;br /&gt;
In addition to the Alembic, you will need all of the required ingredients as well as an empty potion flask.  Flasks can be made by a [[Tinkering|tinker]], purchased from an apothecary, or they can be saved and re-used after consuming another potion.&lt;br /&gt;
&lt;br /&gt;
Use (&amp;#039;&amp;#039;&amp;#039;u&amp;#039;&amp;#039;&amp;#039;) an Alembic at an Alchemist&amp;#039;s bench to bring up a list of potions that you can make,  assuming you have the minimum skill required.&lt;br /&gt;
&lt;br /&gt;
Potionmaking, like most crafts, can be repeated with &amp;#039;&amp;#039;&amp;#039;F11&amp;#039;&amp;#039;&amp;#039;&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;Potion&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Ingredients&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Min Skill %&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Yellow&amp;#039;&amp;#039;&amp;#039; || heal          || ginseng + spider&amp;#039;s silk + flask || align=center| 10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Blue&amp;#039;&amp;#039;&amp;#039;   || mana          || ginseng + blood moss + flask || align=center| 20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Pink&amp;#039;&amp;#039;&amp;#039;   || cure disease  || garlic + ginseng + spores x3 + flask || align=center| 25&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Red&amp;#039;&amp;#039;&amp;#039;    || cure poison   || garlic + ginseng + flask || align=center| 30&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Green&amp;#039;&amp;#039;&amp;#039;  || induce poison || sulphurous ash + nightshade + blood moss + snake&amp;#039;s venom + flask || align=center| 30&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Cyan&amp;#039;&amp;#039;&amp;#039;   || blink         || spider&amp;#039;s silk + blood moss + sparkling mote x5 + flask || align=center| 35&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Lime&amp;#039;&amp;#039;&amp;#039;   || nightvision   || black pearl + nightshade + mandrake root + preserved ooze + flask || align=center| 40&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Brown&amp;#039;&amp;#039;&amp;#039;  || speed         || sulphurous ash + mandrake root + blood moss + bug dust + flask || align=center| 45&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Black&amp;#039;&amp;#039;&amp;#039;  || invisibility  || mandrake root + nightshade + blood moss + shadow dust + flask || align=center| 50&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Orange&amp;#039;&amp;#039;&amp;#039; || induce sleep  || spider&amp;#039;s silk + garlic + nightshade + preserved eye + flask || align=center| 60&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;White&amp;#039;&amp;#039;&amp;#039;  || x-ray vision  || sulphurous ash + mandrake root + preserved brain + flask || align=center| 60&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Purple&amp;#039;&amp;#039;&amp;#039; || combat boost  || mandrake root + spider&amp;#039;s silk + garlic + essence of rage + flask || align=center| 75&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Clear&amp;#039;&amp;#039;&amp;#039; || varies - see below || fountain + flask ||align=center|  N/A&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Khaki&amp;#039;&amp;#039;&amp;#039; || rage || unknown || align=center| ??&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
A clear potion has the same effect on the user as most fountains.  It may satiate your hunger a little, make you go cosmic for a short time, restore all hp and mana, or even add up to 20% to statistics for a short period of time (in addition to restoring you to full hp &amp;amp; mana).  As far as I know, clear potions cannot summon water demons or snakes.&lt;br /&gt;
&lt;br /&gt;
===Improved Potions===&lt;br /&gt;
You can also use your Alembic to distill concentrated versions of some potions.  Note that the last two require a reinforced flask which can be made by a [[Tinkering|tinker]] or saved and re-used as before.&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;Potion&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Ingredients&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Min Skill %&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Improved Yellow&amp;#039;&amp;#039;&amp;#039; || ginseng x2, spider silk x2, empty flask || align=center| 30&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Refined Yellow&amp;#039;&amp;#039;&amp;#039;  || ginseng x3, spider silk x3, empty flask || align=center| 50&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Greater Yellow&amp;#039;&amp;#039;&amp;#039;  || ginseng x4, spider silk x4, empty flask || align=center| 70&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Improved Lime&amp;#039;&amp;#039;&amp;#039;   || black pearl x2, mandrake root x2, nightshade x2, preserved ooze x2, empty flask || align=center| 75&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Improved Brown&amp;#039;&amp;#039;&amp;#039;  || sulphurous ash x2, mandrake root x2, blood moss x2, bug dust x2, empty flask || align=center| 80&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Mega Yellow&amp;#039;&amp;#039;&amp;#039;     || ginseng x5, spider silk x5, reinforced flask || align=center| 85&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Mega Blue&amp;#039;&amp;#039;&amp;#039;       || ginseng x5, blood moss x5, reinforced flask || align=center| 85&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Superior Orange&amp;#039;&amp;#039;&amp;#039;       || garlic x5, nightshade x5, spider silk x5, preserved eye x5, flask || align=center| 90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-Potion Recipes ==&lt;br /&gt;
These recipes are used to make some of the more exotic materials that are used by other [[Crafting_and_Gathering|crafting]] skills.  More on the properties of these exotic [[Item_Materials|item materials]] here.&lt;br /&gt;
&lt;br /&gt;
As above, use (&amp;#039;&amp;#039;&amp;#039;u&amp;#039;&amp;#039;&amp;#039;) an Alembic at an Alchemist&amp;#039;s bench to distill the various essences which are then used to treat the particular material, all in one neat process.&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;Material&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Ingredients&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Min Skill %&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Powdered Silver&amp;#039;&amp;#039;&amp;#039; || silver filings || align=center| 40 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Venomous Ore&amp;#039;&amp;#039;&amp;#039; || regular ore, nightshade x2, snake&amp;#039;s venom || align=center| 45 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Blackrock Ore (Treated)&amp;#039;&amp;#039;&amp;#039; || blackrock, dragon scales, mandrake root, nightshade || align=center| 65&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Venomous Log&amp;#039;&amp;#039;&amp;#039; || log, nightshade x2, snake&amp;#039;s venom || align=center| 45 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ebony Log&amp;#039;&amp;#039;&amp;#039; || log, blackrock ore (treated blackrock) || align=center| 65&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Golden Thread&amp;#039;&amp;#039;&amp;#039; || spider&amp;#039;s silk x5, gold nugget || align=center| 55&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Silver Thread&amp;#039;&amp;#039;&amp;#039; || spider&amp;#039;s silk x5, silver ore || align=center| 60&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Dark Thread&amp;#039;&amp;#039;&amp;#039; || spider&amp;#039;s silk x5, blackrock ore (treated blackrock) || align=center| 65&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Mithrilweave Thread&amp;#039;&amp;#039;&amp;#039; || spider&amp;#039;s silk x5, mithril ore || align=center| 70&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Goldhide Leather&amp;#039;&amp;#039;&amp;#039; || leather, gold ore || align=center| 35&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Silverhide Leather&amp;#039;&amp;#039;&amp;#039; || leather, silver ore || align=center| 40&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Venomous Leather&amp;#039;&amp;#039;&amp;#039; || leather, nightshade x2, snake&amp;#039;s venom || align=center| 50&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Darkhide Leather&amp;#039;&amp;#039;&amp;#039; || leather, blackrock ore (treated blackrock) || align=center| 70&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Mithrilhide Leather&amp;#039;&amp;#039;&amp;#039; || leather, mithril ore || align=center| 75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ingredients==&lt;br /&gt;
===Reagents===&lt;br /&gt;
[[image:reagents.gif|left]] &amp;lt;br clear=&amp;#039;all&amp;#039;&amp;gt;&lt;br /&gt;
Reagents can either be purchased from an [[Shoppes#Apothecary|apothecary]], found as loot or harvested from various places.&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;Reagent&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Source&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Black Pearl&amp;#039;&amp;#039;&amp;#039; || apothecary (rare), occasionally when fishing&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Blood Moss&amp;#039;&amp;#039;&amp;#039; || apothecary (rare)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Garlic&amp;#039;&amp;#039;&amp;#039; || apothecary (common)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ginseng&amp;#039;&amp;#039;&amp;#039; || apothecary (common)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Mandrake Root&amp;#039;&amp;#039;&amp;#039;  || search a swamp at any midnight&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Nightshade&amp;#039;&amp;#039;&amp;#039;  || search the forests at midnight on the new moon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Spider&amp;#039;s Silk&amp;#039;&amp;#039;&amp;#039; || apothecary (common), found on giant spider&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Sulphurous Ash&amp;#039;&amp;#039;&amp;#039; || apothecary (very rare), found on fire lizard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Monster Parts ===&lt;br /&gt;
Monster parts are needed for any advanced Alchemy, for some [[Enchanting]] recipes. They are occasionally found among the remains of certain monsters.  The raw monster parts will generally need processing first before they can be used.&lt;br /&gt;
&lt;br /&gt;
You will also need vials or jars to hold the processed ingredients.  These, along with the potion flasks, can be made by a skilled [[Tinkering|tinker]].&lt;br /&gt;
&lt;br /&gt;
Use (&amp;#039;&amp;#039;&amp;#039;u&amp;#039;&amp;#039;&amp;#039;) an Alembic at an Alchemist&amp;#039;s bench to convert the following items.  &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;Parts&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Ingredients&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Min Skill %&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Preserved Ooze&amp;#039;&amp;#039;&amp;#039;  || ooze + jar || align=center| 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Preserved Brain&amp;#039;&amp;#039;&amp;#039;  || brain + jar || align=center| 5&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Preserved Eye&amp;#039;&amp;#039;&amp;#039;  || eye + jar || align=center| 5&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Snake&amp;#039;s Venom&amp;#039;&amp;#039;&amp;#039;  || fang + vial || align=center| 40&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Essence of Rage&amp;#039;&amp;#039;&amp;#039;  || heart + vial || align=center| 70&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Essence of Fire&amp;#039;&amp;#039;&amp;#039; (used by enchanters) || glowing ember + vial || align=center| 75&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Essence of Lightning&amp;#039;&amp;#039;&amp;#039; (used by enchanters)  || hydra fang + vial || align=center| 75&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Essence of Magic&amp;#039;&amp;#039;&amp;#039; (used by enchanters)  || magic spleen + vial || align=center| 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following monster parts require the specialist tools Mortar and Pestle, Sieve and Dragonscale Saw which can all be created by an experienced [[Tinkering|Tinker]].&lt;br /&gt;
&lt;br /&gt;
Use (&amp;#039;&amp;#039;&amp;#039;u&amp;#039;&amp;#039;&amp;#039;) the listed tool on the ingredient:&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;Parts&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Tool&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Ingredient&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Min Skill %&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Bug Dust&amp;#039;&amp;#039;&amp;#039;  || mortar and pestle || carapace || align=center| 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Spores&amp;#039;&amp;#039;&amp;#039;  || sieve || diseased bandage || align=center| 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Shadow Dust&amp;#039;&amp;#039;&amp;#039;  || mortar and pestle || horn || align=center| 15&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Dragon Scales x3&amp;#039;&amp;#039;&amp;#039;  || dragonscale saw || dragon hide || align=center| 60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===What monsters drop what parts===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, occasionally a monster will drop a monster part.  Specific ingredients come from particular monsters, namely:&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;Parts&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Source&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Brain&amp;#039;&amp;#039;&amp;#039; || gazer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Carapace&amp;#039;&amp;#039;&amp;#039; || insect swarm&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Diseased Bandage&amp;#039;&amp;#039;&amp;#039; || mummy&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Dragon Hide&amp;#039;&amp;#039;&amp;#039; || red dragon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Eye&amp;#039;&amp;#039;&amp;#039; || basilisk&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Fang&amp;#039;&amp;#039;&amp;#039; || snake&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Glowing Ember&amp;#039;&amp;#039;&amp;#039; || fire daemon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Heart&amp;#039;&amp;#039;&amp;#039; || minotaur chief&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Horn&amp;#039;&amp;#039;&amp;#039; || shadow orc&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Hydra Fang&amp;#039;&amp;#039;&amp;#039; || hydra&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ooze&amp;#039;&amp;#039;&amp;#039; || slime&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Sparkling motes&amp;#039;&amp;#039;&amp;#039; || wisp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Wet Clay&amp;#039;&amp;#039;&amp;#039; (used by enchanters) || earth golem &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Magic Spleen&amp;#039;&amp;#039;&amp;#039; || found when butchering magic using monsters &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flesh Golems ==&lt;br /&gt;
The Grand Master Alchemist is a Master of reanimation and can create his own pet from the corpses of the fallen.&lt;br /&gt;
Its believed that artificial reanimation of the dead can depend only on the condition of the tissues; and that unless actual decomposition has set in, a corpse fully equipped with organs may with suitable measures be set going again in the peculiar fashion known as life. Body parts for the golem can be found in graves or from the corpses of freshly killed creatures. As all golems the flesh golem needs a power crystal for operation. &lt;br /&gt;
&lt;br /&gt;
After reanimation this gruesome creature can be healed with medicine or magic like as if it has never died before.&lt;br /&gt;
&lt;br /&gt;
For in-depth Information read [http://www.hplovecraft.com/writings/texts/fiction/hwr.asp Herbert West - Reanimator] by H.P. Lovecraft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Skills}}&lt;br /&gt;
[[Category:Skills]][[Category:Crafting]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Tinkering&amp;diff=5636</id>
		<title>Tinkering</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Tinkering&amp;diff=5636"/>
		<updated>2025-02-18T00:47:13Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Crafting tools */&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;
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;
==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 woodcrafting 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 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;
===Basic Items===&lt;br /&gt;
&lt;br /&gt;
These items are used by other trades and crafts to facilitate their skills.&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;Min Skill %&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;2&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 || align=center| 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;superior fishing rod&amp;#039;&amp;#039;&amp;#039; || pole || align=center| 35&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 || align=center| 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 || align=center| 25&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;studs&amp;#039;&amp;#039;&amp;#039; || ingot || align=center| 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 || align=center| 45&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&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 || align=center| 20&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;#039;&amp;#039;&amp;#039; security &amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;probe x3&amp;#039;&amp;#039;&amp;#039; || brass sheet || align=center| 40&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;lockpick x3&amp;#039;&amp;#039;&amp;#039; || brass sheet || align=center| 50&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&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 || align=center| 15&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;mesh&amp;#039;&amp;#039;&amp;#039; || cloth || align=center| 15&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;sieve&amp;#039;&amp;#039;&amp;#039; || brass sheet + mesh || align=center| 55&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;alembic&amp;#039;&amp;#039;&amp;#039; || raw glass + silver sheet || align=center| 65&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;flask (empty)&amp;#039;&amp;#039;&amp;#039; || raw glass x2 || align=center| 70&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;vial x3&amp;#039;&amp;#039;&amp;#039; || raw glass || align=center| 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 || align=center| 80&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;dragonscale saw&amp;#039;&amp;#039;&amp;#039; || silver sheet + blackrock || align=center| 85&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &amp;#039;&amp;#039;&amp;#039;ammo&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;bullet&amp;#039;&amp;#039;&amp;#039; || ingot || align=center| 20&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 || align=center| 30&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;#039;&amp;#039;&amp;#039;carpentry*&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;woodsmans axe&amp;#039;&amp;#039;&amp;#039; || ingot + pole  || align=center| 20&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;nails&amp;#039;&amp;#039;&amp;#039; || ingot  || align=center| 60&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;mirror&amp;#039;&amp;#039;&amp;#039; || raw glass x5 || align=center| 90&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;#039;&amp;#039;&amp;#039;enchanting&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;orb&amp;#039;&amp;#039;&amp;#039; || raw glass x100 || align=center| 90&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;#039;&amp;#039;&amp;#039;bonecrafting&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;empty bottle&amp;#039;&amp;#039;&amp;#039; || raw glass x2 || align=center| 65&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; carpentry comes under [[Woodcrafting]]&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
&lt;br /&gt;
Jewelry used in enchanting can be made with a tinker&amp;#039;s tool kit. For bone rings and necklaces see [[Bonecrafting]].&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;Min Skill %&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;#039;&amp;#039;&amp;#039;enchanting&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;gold ring&amp;#039;&amp;#039;&amp;#039; || gold ingot || align=center| 75&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;silver ring&amp;#039;&amp;#039;&amp;#039; || silver ingot || align=center| 70&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;&amp;quot;plain&amp;quot; ring&amp;#039;&amp;#039;&amp;#039; || gold nugget || align=center| 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Crafting tools===&lt;br /&gt;
&lt;br /&gt;
The tinker can make the tools required by the [[Tailoring|Tailor]], the [[Mining|Metallurgist]], the [[Weaponsmith]], the [[Armourer]], [[Inscription|Scribe]] to craft their items.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Tool&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Ingredients&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Min Skill %&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Smelting Tongs&amp;#039;&amp;#039;&amp;#039; || ingot || align=center| 30 &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 || align=center| 30&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|| align=center| 30 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Sewing Kit&amp;#039;&amp;#039;&amp;#039; || ingot || align=center| 30 &lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Carpenter&amp;#039;s Hammer&amp;#039;&amp;#039;&amp;#039; || ingots x2 + pole || align=center| 25&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Saw&amp;#039;&amp;#039;&amp;#039; || ingot + log || align=center| 35&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Bonecrafting knife&amp;#039;&amp;#039;&amp;#039; || ingot || align=center| 32&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Quill&amp;#039;&amp;#039;&amp;#039; || feather || align=center| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Brass Golems==&lt;br /&gt;
&lt;br /&gt;
The Grand Master Tinker can create their 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. Use this item and a golem 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;) golem power crystals on it. Think of it as &amp;#039;&amp;#039;recharging&amp;#039;&amp;#039; your golem rather than feeding it. However this practice of recharging isn&amp;#039;t actually necessary in order to keep your golem in working condition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Skills}}&lt;br /&gt;
[[Category:Skills]][[Category:Crafting]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Tinkering&amp;diff=5635</id>
		<title>Tinkering</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Tinkering&amp;diff=5635"/>
		<updated>2025-02-18T00:45:54Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Crafting tools */&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;
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;
==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 woodcrafting 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 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;
===Basic Items===&lt;br /&gt;
&lt;br /&gt;
These items are used by other trades and crafts to facilitate their skills.&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;Min Skill %&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;2&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 || align=center| 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;superior fishing rod&amp;#039;&amp;#039;&amp;#039; || pole || align=center| 35&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 || align=center| 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 || align=center| 25&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;studs&amp;#039;&amp;#039;&amp;#039; || ingot || align=center| 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 || align=center| 45&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&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 || align=center| 20&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;#039;&amp;#039;&amp;#039; security &amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;probe x3&amp;#039;&amp;#039;&amp;#039; || brass sheet || align=center| 40&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;lockpick x3&amp;#039;&amp;#039;&amp;#039; || brass sheet || align=center| 50&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&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 || align=center| 15&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;mesh&amp;#039;&amp;#039;&amp;#039; || cloth || align=center| 15&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;sieve&amp;#039;&amp;#039;&amp;#039; || brass sheet + mesh || align=center| 55&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;alembic&amp;#039;&amp;#039;&amp;#039; || raw glass + silver sheet || align=center| 65&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;flask (empty)&amp;#039;&amp;#039;&amp;#039; || raw glass x2 || align=center| 70&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;vial x3&amp;#039;&amp;#039;&amp;#039; || raw glass || align=center| 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 || align=center| 80&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;dragonscale saw&amp;#039;&amp;#039;&amp;#039; || silver sheet + blackrock || align=center| 85&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &amp;#039;&amp;#039;&amp;#039;ammo&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;bullet&amp;#039;&amp;#039;&amp;#039; || ingot || align=center| 20&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 || align=center| 30&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;#039;&amp;#039;&amp;#039;carpentry*&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;woodsmans axe&amp;#039;&amp;#039;&amp;#039; || ingot + pole  || align=center| 20&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;nails&amp;#039;&amp;#039;&amp;#039; || ingot  || align=center| 60&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;mirror&amp;#039;&amp;#039;&amp;#039; || raw glass x5 || align=center| 90&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;#039;&amp;#039;&amp;#039;enchanting&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;orb&amp;#039;&amp;#039;&amp;#039; || raw glass x100 || align=center| 90&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;#039;&amp;#039;&amp;#039;bonecrafting&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;empty bottle&amp;#039;&amp;#039;&amp;#039; || raw glass x2 || align=center| 65&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; carpentry comes under [[Woodcrafting]]&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
&lt;br /&gt;
Jewelry used in enchanting can be made with a tinker&amp;#039;s tool kit. For bone rings and necklaces see [[Bonecrafting]].&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;Min Skill %&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;#039;&amp;#039;&amp;#039;enchanting&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;gold ring&amp;#039;&amp;#039;&amp;#039; || gold ingot || align=center| 75&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;silver ring&amp;#039;&amp;#039;&amp;#039; || silver ingot || align=center| 70&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;&amp;quot;plain&amp;quot; ring&amp;#039;&amp;#039;&amp;#039; || gold nugget || align=center| 30&lt;br /&gt;
|}&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 craft their items.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Tool&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Ingredients&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Min Skill %&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Smelting Tongs&amp;#039;&amp;#039;&amp;#039; || ingot || align=center| 30 &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 || align=center| 30&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|| align=center| 30 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Sewing Kit&amp;#039;&amp;#039;&amp;#039; || ingot || align=center| 30 &lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Carpenter&amp;#039;s Hammer&amp;#039;&amp;#039;&amp;#039; || ingots x2 + pole || align=center| 25&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Saw&amp;#039;&amp;#039;&amp;#039; || ingot + log || align=center| 35&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Bonecrafting knife&amp;#039;&amp;#039;&amp;#039; || ingot || align=center| 32&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Quill&amp;#039;&amp;#039;&amp;#039; || feather || align=center| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Brass Golems==&lt;br /&gt;
&lt;br /&gt;
The Grand Master Tinker can create their 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. Use this item and a golem 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;) golem power crystals on it. Think of it as &amp;#039;&amp;#039;recharging&amp;#039;&amp;#039; your golem rather than feeding it. However this practice of recharging isn&amp;#039;t actually necessary in order to keep your golem in working condition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Skills}}&lt;br /&gt;
[[Category:Skills]][[Category:Crafting]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Necromancer&amp;diff=5634</id>
		<title>Necromancer</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Necromancer&amp;diff=5634"/>
		<updated>2025-02-05T04:00:22Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Recipe List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Necromancer Introduction==&lt;br /&gt;
&lt;br /&gt;
Necromancers are the blade-wielding, undead-commanding, area-of-effect specializing spell casters of EUO. They are equally at home in playing as a front line combatant, slinging spells from the back, or acting in a support role. &lt;br /&gt;
&lt;br /&gt;
They have three class skills: hexblades, necromancy, bonecrafting.&lt;br /&gt;
&lt;br /&gt;
They are also the only class that can tame undead monsters, but they need the commensurate [[Taming]] skill on top of necromancy.&lt;br /&gt;
&lt;br /&gt;
Player can begin their journey in necromancy by talking to Karloff in the [[Dungeons#Nordhaven_Jail|Nordhaven Jail]].&lt;br /&gt;
&lt;br /&gt;
==Necromancer Skills==&lt;br /&gt;
===Necromancy===&lt;br /&gt;
Necromancers have one skill pertaining to the use of magic: Necromancy. For more details on spells and magic in general, refer to: [[Magic and Spellcasting]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Summon Undead || KCX || The higher your skill and the more you cast this spell sequentially, the more powerful your summoned undead allies become&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Dark Ritual || CW || This is the hexblades version of &amp;#039;bless weapon&amp;#039;&amp;#039; : it will take a longsword, scythe, rondel or kryss and convert it into a hexblade&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Soul Transfer || MPT || Drains life over time - exact specs: target loses 5% of health per sec over 5 sec, caster gains 5% per sec (% of own health, not target) - both caster and target are frozen during transfer&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 4 || Corpse Explosion|| FGC || AoE mass curse that curses targets such that when each target dies it explodes - inflicting damage on everything within 3x3 square&lt;br /&gt;
|-&lt;br /&gt;
| Ritual Sacrifice || CM || Cast this on a corpse to give yourself a +50hp buff for 30 mins&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5 || Command Death|| SC || Any player that has this buff cast on them will automatically resurrect after dying! Lasts for 10 mins. (it is not a PD preventative, and cannot be cast on self)&lt;br /&gt;
|-&lt;br /&gt;
| Giblet Golems || ICK || AoE mass curse that curses targets: such that when each target dies, it turns into a bunch of body parts which become aligned to caster&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Death Missile || CP || Clone of Grav Por, but with the strength of Vas Flam&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Cone of Acid || ICH || Clone of IFH, but inflicts disease on all targets, reduces victims MR and Def by 25% ...&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Hail of Bones || CY || AoE DoT high damage spell&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hexblades===&lt;br /&gt;
Hexblades is the melee combat skill used by necromancers. &lt;br /&gt;
&lt;br /&gt;
Hexblades requires wielding a ritualized weapon which is created via the Dark Ritual necromancy spell. These weapons are the athame, the sickle, the stiletto, the kris, and created by casting a Dark Ritual spell on an equipped longsword, scythe, rondel or kryss respectively. &lt;br /&gt;
&lt;br /&gt;
* longsword-&amp;gt;athame&lt;br /&gt;
* rondel-&amp;gt;stiletto&lt;br /&gt;
* kryss-&amp;gt;krys&lt;br /&gt;
* scythe-&amp;gt;sickle&lt;br /&gt;
&lt;br /&gt;
All non artifact weapons of the correct type will convert into their hexblade equivalent, and convert back by casting Dark Ritual again while wielding the hexblade. &lt;br /&gt;
&lt;br /&gt;
All hexblades use the 10:90 STR:INT ratio.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hexblades Specials====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;BUY THESE AT THE UNI!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
You can also use the &amp;#039;special move&amp;#039; generic ability to cast apprentice special etc, as for the fighter specials.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Black Lightning&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
It&amp;#039;s blood bolt, but intelligence adds damage.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healing Bolt&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
It&amp;#039;s a reverse blood bolt, that leeches health and restores yours: doesn&amp;#039;t do as much damage as black lightning. Heals up to 20% of your max HP per bounce (up to 60% total).&lt;br /&gt;
&lt;br /&gt;
Note: Performing wallop with hexblades inflicts disease for 6 seconds.&lt;br /&gt;
&lt;br /&gt;
===Bonecrafting===&lt;br /&gt;
Bonecrafting is the only class-specific crafting skill in EUO. Basic materials for bone crafting are bones and skulls are acquired via grave robbing, using a shovel on a grave plot. Necromancers require a bonecrafting knife to make their products. &lt;br /&gt;
&lt;br /&gt;
For necromancers, equipping a bone tinted armour or jewellery increases their hp by roughly 10%, with diminishing returns for each additional bone tined item equipped to a maximum of a 50.5% bonus to their hp. For non-necromancers, bone tinted items only increase their hp by half of that.&lt;br /&gt;
&lt;br /&gt;
Bone tinted weapons grant +10% dmg to spells.&lt;br /&gt;
&lt;br /&gt;
==Recipe List==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Purpose&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;Ingredients&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Min Skill %&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;bone charm&amp;#039;&amp;#039;&amp;#039; || &amp;#039;food&amp;#039; for taming the undead || bones || align=center| 0&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;bone krys&amp;#039;&amp;#039;&amp;#039; || hexblade weapon || bones (3) || align=center| 10&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;bone sickle&amp;#039;&amp;#039;&amp;#039; || hexblade weapon || bones (2), pole || align=center| 13&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;bone athame&amp;#039;&amp;#039;&amp;#039; || hexblade weapon || bones (4) || align=center| 16&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;bone stiletto&amp;#039;&amp;#039;&amp;#039; || hexblade weapon || bones (2) || align=center| 19&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;bone belt&amp;#039;&amp;#039;&amp;#039; || waist garment || bones (2), leather || align=center| 25&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;bone staff&amp;#039;&amp;#039;&amp;#039; || mage&amp;#039;s weapon || bones (3) || align=center| 35&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;carved skull&amp;#039;&amp;#039;&amp;#039; || cool offhand item || skull || align=center| 30&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;bone skull key&amp;#039;&amp;#039;&amp;#039; || opens locks || bones || align=center| 35&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;bone arrow&amp;#039;&amp;#039;&amp;#039; || used with bow, crossbow etc || bones || align=center| 35&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;boneweave cloth&amp;#039;&amp;#039;&amp;#039; || used for bonetailoring || bones, cloth || align=center| 40&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;skull dust&amp;#039;&amp;#039;&amp;#039; || bone-alchemy ingredient || skull || align=center| 40&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;bone shillelagh&amp;#039;&amp;#039;&amp;#039; || mage weapon || bones (4) || align=center| 40&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;bone fishing rod&amp;#039;&amp;#039;&amp;#039; || better fishing rod || bones (2), skull || align=center| 45&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;boneweave cap&amp;#039;&amp;#039;&amp;#039; || cloth hat (that has the bone bonus) || boneweave cloth || align=center| 45&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;boneweave robe&amp;#039;&amp;#039;&amp;#039; || cloth robe || boneweave cloth (2) || align=center| 45&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;skull dust of blinking&amp;#039;&amp;#039;&amp;#039; || teleportation dust  || skull dust, sparkling motes || align=center| 45&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;skull dust of phasing&amp;#039;&amp;#039;&amp;#039; || teleportation+invis || skull dust of blinking, black potion || align=center| 50&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;bone ring&amp;#039;&amp;#039;&amp;#039; || finger item || bones || align=center| 50&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;bone necklace&amp;#039;&amp;#039;&amp;#039; || neck item || bones (3), sapphire or ruby or emerald || align=center| 50&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;bone quill&amp;#039;&amp;#039;&amp;#039; || for [[inscription]] || bones || align=center| 55&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;calcium&amp;#039;&amp;#039;&amp;#039; || bone-alchemy ingredient || bones (4) || align=center| 55&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;bone crook&amp;#039;&amp;#039;&amp;#039; || mage weapon || xxx || align=center| 55&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cloudy beverage&amp;#039;&amp;#039;&amp;#039; || Drink that heals and restores mana, cures poison, disease and wounding! || calcium, clear potion, empty bottle || align=center| 60&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;bone carved skull&amp;#039;&amp;#039;&amp;#039; || even cooler bone-on-bone offhand item || skull || align=center| 65&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Rubied skull&amp;#039;&amp;#039;&amp;#039; || bone carved skull that gives +5 vigour, +1 MR  || bone carved skull, ruby (2) || align=center| 70&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;bone gnarled staff&amp;#039;&amp;#039;&amp;#039; || mage weapon || bones (5) || align=center | 70&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;refined cloudy beverage&amp;#039;&amp;#039;&amp;#039; || a cloudy beverage but with better restoration of HP || calcium, skull dust, clear potion, yellow potion (2), empty bottle || align=center| 80&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;bone helmet&amp;#039;&amp;#039;&amp;#039; || heavy head piece similar to a full helm || skull, bones (4), shadow horn (2), leather || align=center| 90&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;bone aegis&amp;#039;&amp;#039;&amp;#039; || heavy torso piece similar to a field plate || skull (2), bones (20), leather (3), diseased bandage (4)|| align=center| 90&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Sash of the Dead&amp;#039;&amp;#039;&amp;#039; || mini-artifact waist item || bone belt, skull, diseased bandage (3), studs, spores, magic spleen || align=center| 100&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Skull of glue and gold&amp;#039;&amp;#039;&amp;#039; || mini-artifact offhand item || bone carved skull, gold nugget (2), mesh, flour, water, magic spleen || align=center| 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation Player Character}}&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5633</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5633"/>
		<updated>2025-01-27T10:07:21Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Regular artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Artifacts are items with a distinct name instead of just a description. Unlike normal items with only one enchantment (eg + 5 AS, +3 NV, +15 vigour etc), artifacts are weapons, armor and jewellery that have two or three enchantments. They can also have attributes that are not available otherwise, like +blindness or +asphyxiation. This makes them highly sought after. Artifacts can be divided into two categories:&lt;br /&gt;
*&amp;quot;mini-artifacts&amp;quot; that can be bought from npc merchants or crafted by GM crafters, &lt;br /&gt;
*&amp;quot;true&amp;quot; or regular artifacts that are only very rarely found from treasure chests and boss drops and cannot be crafted. &lt;br /&gt;
&lt;br /&gt;
Both types of artifacts show up in yellow font or text in your inventory, but only &amp;quot;true artifacts&amp;quot; have a blue glowing outline that is visible when placed on the ground or when equipped as a weapon. &lt;br /&gt;
&lt;br /&gt;
===Mini-artifacts===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Craftable mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These can be made by the GM crafter of various skills such as [[Armourer]], [[Tailoring]], and [[Bonecrafting]]. For example, the Grandmaster Armourer can make &amp;#039;&amp;#039;Snakefang Grips&amp;#039;&amp;#039;, the Grandmaster Tailor can make &amp;#039;&amp;#039;Infernal Handwraps&amp;#039;&amp;#039;, and the Grandmaster Bonecrafter can make &amp;#039;&amp;#039;Sash of the Dead&amp;#039;&amp;#039;. Some craftable mini-artifacts are required as ingredients for [[Mythic_Item_Crafting|Mythic Item Crafting]], such as the &amp;#039;&amp;#039;Enigmatic Bauble&amp;#039;&amp;#039; made by GM Tinkers. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Crafting Skill&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Philosopher&amp;#039;s Stone || Alchemy || Gold rune, +8 vigour, +health&lt;br /&gt;
|-&lt;br /&gt;
| Rod of Power || Enchanting || Gold rod, +3 Def, +health&lt;br /&gt;
|-&lt;br /&gt;
| Infernal Handwraps || Tailoring || Plain gloves, +5 AS, +2 MR, +VF&lt;br /&gt;
|-&lt;br /&gt;
| Enigmatic Bauble || Tinkering || Copper orb, +4 NV, +health&lt;br /&gt;
|-&lt;br /&gt;
| Snakefang Grips || Armourer || Venomous chain gloves, +10 Str, +10 Dex, +3 Def&lt;br /&gt;
|-&lt;br /&gt;
| Rubied Skull || Bonecrafting || Bone skull, +5 vigour, +1 MR&lt;br /&gt;
|-&lt;br /&gt;
| Sash of the Dead || Bonecrafting || Bone belt, +10 Int, +8 vigour, +2 MR&lt;br /&gt;
|-&lt;br /&gt;
| Skull of Gold and Glue || Bonecrafting || Gold skull, +3 MR, +health&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Silver, Glass and Crystal coin shop mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These mini-artifacts are designed for new characters with low level requirements. Silver coin mini-artifacts have 0 level requirement. Glass mini-artifacts have a level requirement of 25. Glass coin mini-artifacts can then by upgraded by spending crystal coins, which also increases their level requirement to 50 and then to level 75. Glass and crystal coins can be gotten from completing quests from guards or from the daily [[Scavenger_Hunt|Scavenger Hunt]] games.&lt;br /&gt;
&lt;br /&gt;
For example: The Wizard set comes in cap, robes, gloves, slacks and slippers with the prefix Apprentice, Adept and Savant for each tier. Each tier adds an incremental increase in the stats each equipment piece provides.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!| Wizard set&lt;br /&gt;
!| Tier 1&lt;br /&gt;
!| Tier 2&lt;br /&gt;
!| Tier 3&lt;br /&gt;
|-&lt;br /&gt;
!| Name&lt;br /&gt;
| Apprentice Robes&lt;br /&gt;
| Adept Robes&lt;br /&gt;
| Savant Robes&lt;br /&gt;
|-&lt;br /&gt;
!| Level Required&lt;br /&gt;
| Level 25&lt;br /&gt;
| Level 50&lt;br /&gt;
| Level 75&lt;br /&gt;
|-&lt;br /&gt;
!| Attributes&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +3 Def&lt;br /&gt;
* +2 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +3 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +5 MR&lt;br /&gt;
|-&lt;br /&gt;
!| Cost to purchase/upgrade&lt;br /&gt;
| &lt;br /&gt;
*3 glass coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
*1 hellspawn ear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Regular artifacts===&lt;br /&gt;
These are truly rare items that cannot be crafted or bought from special coin shop, instead they are only found rarely as loot from treasure chests or boss drops. Blessed, crystal, blood or radioactive treasure maps also have a very high to guaranteed rate of acquiring artifacts. &lt;br /&gt;
&lt;br /&gt;
Deconstructing a regular artifact produces &amp;#039;&amp;#039;mythical material&amp;#039;&amp;#039; used in [[Enchanting]] and [[Mythic_Item_Crafting|Mythic Item Crafting]].&lt;br /&gt;
&lt;br /&gt;
Some regular artifact armour items come in sets, which give additional buffs when the complete set is equipped. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Estorrath&amp;#039;s&amp;#039;&amp;#039; unarmoured wizard set: +10% int&lt;br /&gt;
*&amp;#039;&amp;#039;Ironfist&amp;#039;&amp;#039; unarmoured gi set: +10% AS&lt;br /&gt;
*&amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; light armour set: +100 dodge&lt;br /&gt;
*&amp;#039;&amp;#039;Frenzy&amp;#039;&amp;#039; medium armour set: +10% damage&lt;br /&gt;
*&amp;#039;&amp;#039;Shardcrystal&amp;#039;&amp;#039; heavy armour set: +10% damage reduction&lt;br /&gt;
&lt;br /&gt;
Regular artifacts are not unique, for (almost) each equipment and weapon type there is an artifact associated with it that can drop with the same name and attributes. For example, &amp;#039;&amp;#039;Magebane&amp;#039;&amp;#039; is always a +7 AS scimitar with +IJO, &amp;#039;&amp;#039;Grim Reaper&amp;#039;&amp;#039; is always a +7 AS scythe with +KXC (summon daemon), &amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; artifacts are always light armour with the same attributes, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Randomly generated artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Random generated artifacts are based of regular artifacts as a template, but with a unique randomly generated name and an additional random attribute. For example, a &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; is a large shield artifact with +4 def and +5 MR. A random generated artifact based of &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; would be a large shield with +4 def, +5 MR and a third attribute like +15 str, or +2 def (making it +6 def, +5 MR), or +health, or even rarer attribute like +sun protection. &lt;br /&gt;
&lt;br /&gt;
Random generated artifacts can be deconstructed to produce mythic material just like regular artifacts, but have a lighter blue glow compared to regular artifacts. They are about 3x rarer than regular artifacts.&lt;br /&gt;
&lt;br /&gt;
The level requirement for regular and random generated artifacts ranges from level 70 to level 125.&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5632</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5632"/>
		<updated>2025-01-27T00:14:30Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Regular artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Artifacts are items with a distinct name instead of just a description. Unlike normal items with only one enchantment (eg + 5 AS, +3 NV, +15 vigour etc), artifacts are weapons, armor and jewellery that have two or three enchantments. They can also have attributes that are not available otherwise, like +blindness or +asphyxiation. This makes them highly sought after. Artifacts can be divided into two categories:&lt;br /&gt;
*&amp;quot;mini-artifacts&amp;quot; that can be bought from npc merchants or crafted by GM crafters, &lt;br /&gt;
*&amp;quot;true&amp;quot; or regular artifacts that are only very rarely found from treasure chests and boss drops and cannot be crafted. &lt;br /&gt;
&lt;br /&gt;
Both types of artifacts show up in yellow font or text in your inventory, but only &amp;quot;true artifacts&amp;quot; have a blue glowing outline that is visible when placed on the ground or when equipped as a weapon. &lt;br /&gt;
&lt;br /&gt;
===Mini-artifacts===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Craftable mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These can be made by the GM crafter of various skills such as [[Armourer]], [[Tailoring]], and [[Bonecrafting]]. For example, the Grandmaster Armourer can make &amp;#039;&amp;#039;Snakefang Grips&amp;#039;&amp;#039;, the Grandmaster Tailor can make &amp;#039;&amp;#039;Infernal Handwraps&amp;#039;&amp;#039;, and the Grandmaster Bonecrafter can make &amp;#039;&amp;#039;Sash of the Dead&amp;#039;&amp;#039;. Some craftable mini-artifacts are required as ingredients for [[Mythic_Item_Crafting|Mythic Item Crafting]], such as the &amp;#039;&amp;#039;Enigmatic Bauble&amp;#039;&amp;#039; made by GM Tinkers. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Crafting Skill&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Philosopher&amp;#039;s Stone || Alchemy || Gold rune, +8 vigour, +health&lt;br /&gt;
|-&lt;br /&gt;
| Rod of Power || Enchanting || Gold rod, +3 Def, +health&lt;br /&gt;
|-&lt;br /&gt;
| Infernal Handwraps || Tailoring || Plain gloves, +5 AS, +2 MR, +VF&lt;br /&gt;
|-&lt;br /&gt;
| Enigmatic Bauble || Tinkering || Copper orb, +4 NV, +health&lt;br /&gt;
|-&lt;br /&gt;
| Snakefang Grips || Armourer || Venomous chain gloves, +10 Str, +10 Dex, +3 Def&lt;br /&gt;
|-&lt;br /&gt;
| Rubied Skull || Bonecrafting || Bone skull, +5 vigour, +1 MR&lt;br /&gt;
|-&lt;br /&gt;
| Sash of the Dead || Bonecrafting || Bone belt, +10 Int, +8 vigour, +2 MR&lt;br /&gt;
|-&lt;br /&gt;
| Skull of Gold and Glue || Bonecrafting || Gold skull, +3 MR, +health&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Silver, Glass and Crystal coin shop mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These mini-artifacts are designed for new characters with low level requirements. Silver coin mini-artifacts have 0 level requirement. Glass mini-artifacts have a level requirement of 25. Glass coin mini-artifacts can then by upgraded by spending crystal coins, which also increases their level requirement to 50 and then to level 75. Glass and crystal coins can be gotten from completing quests from guards or from the daily [[Scavenger_Hunt|Scavenger Hunt]] games.&lt;br /&gt;
&lt;br /&gt;
For example: The Wizard set comes in cap, robes, gloves, slacks and slippers with the prefix Apprentice, Adept and Savant for each tier. Each tier adds an incremental increase in the stats each equipment piece provides.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!| Wizard set&lt;br /&gt;
!| Tier 1&lt;br /&gt;
!| Tier 2&lt;br /&gt;
!| Tier 3&lt;br /&gt;
|-&lt;br /&gt;
!| Name&lt;br /&gt;
| Apprentice Robes&lt;br /&gt;
| Adept Robes&lt;br /&gt;
| Savant Robes&lt;br /&gt;
|-&lt;br /&gt;
!| Level Required&lt;br /&gt;
| Level 25&lt;br /&gt;
| Level 50&lt;br /&gt;
| Level 75&lt;br /&gt;
|-&lt;br /&gt;
!| Attributes&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +3 Def&lt;br /&gt;
* +2 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +3 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +5 MR&lt;br /&gt;
|-&lt;br /&gt;
!| Cost to purchase/upgrade&lt;br /&gt;
| &lt;br /&gt;
*3 glass coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
*1 hellspawn ear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Regular artifacts===&lt;br /&gt;
These are truly rare items that cannot be crafted or bought from special coin shop, instead they are only found rarely as loot from treasure chests or boss drops. Blessed, crystal, blood or radioactive treasure maps also have a very high to guaranteed rate of acquiring artifacts. &lt;br /&gt;
&lt;br /&gt;
Deconstructing a regular artifact produces &amp;#039;&amp;#039;mythical material&amp;#039;&amp;#039; used in [[Enchanting]] and [[Mythic_Item_Crafting|Mythic Item Crafting]].&lt;br /&gt;
&lt;br /&gt;
Some regular artifact armour items come in sets, which give additional buffs when the complete set is equipped. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Estorrath&amp;#039;s&amp;#039;&amp;#039; wizard set: +10% int&lt;br /&gt;
*&amp;#039;&amp;#039;Ironfist&amp;#039;&amp;#039; gi set: +10% AS&lt;br /&gt;
*&amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; light armour set: +100 dodge&lt;br /&gt;
*&amp;#039;&amp;#039;Frenzy&amp;#039;&amp;#039; chain armour set: +10% damage&lt;br /&gt;
*&amp;#039;&amp;#039;Shardcrystal&amp;#039;&amp;#039; heavy armour set: +10% damage reduction&lt;br /&gt;
&lt;br /&gt;
Regular artifacts are not unique, for (almost) each equipment and weapon type there is an artifact associated with it that can drop with the same name and attributes. For example, &amp;#039;&amp;#039;Magebane&amp;#039;&amp;#039; is always a +7 AS scimitar with +IJO, &amp;#039;&amp;#039;Grim Reaper&amp;#039;&amp;#039; is always a +7 AS scythe with +KXC (summon daemon), &amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; artifacts are always light armour with the same attributes, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Randomly generated artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Random generated artifacts are based of regular artifacts as a template, but with a unique randomly generated name and an additional random attribute. For example, a &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; is a large shield artifact with +4 def and +5 MR. A random generated artifact based of &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; would be a large shield with +4 def, +5 MR and a third attribute like +15 str, or +2 def (making it +6 def, +5 MR), or +health, or even rarer attribute like +sun protection. &lt;br /&gt;
&lt;br /&gt;
Random generated artifacts can be deconstructed to produce mythic material just like regular artifacts, but have a lighter blue glow compared to regular artifacts. They are about 3x rarer than regular artifacts.&lt;br /&gt;
&lt;br /&gt;
The level requirement for regular and random generated artifacts ranges from level 70 to level 125.&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Item_Enchantments&amp;diff=5631</id>
		<title>Item Enchantments</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Item_Enchantments&amp;diff=5631"/>
		<updated>2025-01-26T22:53:31Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* 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; || 103&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 117&lt;br /&gt;
|- style=&amp;quot;background:#eeeeff&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; || 131&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Leeching Weapons==&lt;br /&gt;
Weapons of leeching function as magical weapons that both leech mana and provide an additional +3 to AS/DMG over the leeching bonus (e.g., a leeching +1 weapon will provide an additional +4 AS/DMG). The higher the leeching bonus, the more mana will be leeched with each hit.&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 Leeching Bonus&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Weapon Attack 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;+0&amp;#039;&amp;#039;&amp;#039; ||  &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;+1&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 48&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 63&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; ||  &amp;#039;&amp;#039;&amp;#039;+6&amp;#039;&amp;#039;&amp;#039; || 78&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 wielder&amp;#039;s 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 || 61&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;VAM (Vas An Mani)&amp;#039;&amp;#039;&amp;#039; || Greater Harm || 61&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;IMJ (In Mani Jux)&amp;#039;&amp;#039;&amp;#039; || Soul Trap || 61&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;XJ (Xen Jux)&amp;#039;&amp;#039;&amp;#039; || Hex (Curse - Rat) || 63&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 || 67&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 Strike || 71&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;KXQ (Kal Xen Quas)&amp;#039;&amp;#039;&amp;#039; || Clone || 76&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;
| &amp;#039;&amp;#039;&amp;#039;IJO (In Jux Ort)&amp;#039;&amp;#039;&amp;#039; || Mana Burn || 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; || 107&lt;br /&gt;
|- style=&amp;quot;background:#eeeeff&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+8&amp;#039;&amp;#039;&amp;#039; || 124&lt;br /&gt;
|- style=&amp;quot;background:#eeeeff&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 141&lt;br /&gt;
|- style=&amp;quot;background:#eeeeff&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; || 158&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Intelligence, dexterity and strength and vigour enhancing enchantments==&lt;br /&gt;
These enchantments usually give a bonus to one of the three stats, 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;
Items enchanted with vigour will help the character regenerate mana. &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;Stat Bonus&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Stat 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 || &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;+2&amp;#039;&amp;#039;&amp;#039; || 0 || &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;+3&amp;#039;&amp;#039;&amp;#039; || 0 || &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;+4&amp;#039;&amp;#039;&amp;#039; || 0 || &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;+5&amp;#039;&amp;#039;&amp;#039; || 1 || &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;+6&amp;#039;&amp;#039;&amp;#039; || 4 || &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;+7&amp;#039;&amp;#039;&amp;#039; || 10 || &amp;#039;&amp;#039;&amp;#039;+25&amp;#039;&amp;#039;&amp;#039; || 102&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+8&amp;#039;&amp;#039;&amp;#039; || 16 || &amp;#039;&amp;#039;&amp;#039;+26&amp;#039;&amp;#039;&amp;#039; || 107&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 21 || &amp;#039;&amp;#039;&amp;#039;+27&amp;#039;&amp;#039;&amp;#039; || 111&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; || 27 || &amp;#039;&amp;#039;&amp;#039;+28&amp;#039;&amp;#039;&amp;#039; || 117&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+11&amp;#039;&amp;#039;&amp;#039; || 32 || &amp;#039;&amp;#039;&amp;#039;+29&amp;#039;&amp;#039;&amp;#039; || 120&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+12&amp;#039;&amp;#039;&amp;#039; || 38 || &amp;#039;&amp;#039;&amp;#039;+30&amp;#039;&amp;#039;&amp;#039; || 125&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+13&amp;#039;&amp;#039;&amp;#039; || 43 || &amp;#039;&amp;#039;&amp;#039;+31&amp;#039;&amp;#039;&amp;#039; || 129&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+14&amp;#039;&amp;#039;&amp;#039; || 48 || &amp;#039;&amp;#039;&amp;#039;+32&amp;#039;&amp;#039;&amp;#039; || 134&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+15&amp;#039;&amp;#039;&amp;#039; || 53 || &amp;#039;&amp;#039;&amp;#039;+33&amp;#039;&amp;#039;&amp;#039; || 138&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+16&amp;#039;&amp;#039;&amp;#039; || 59 || &amp;#039;&amp;#039;&amp;#039;+34&amp;#039;&amp;#039;&amp;#039; || 142&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+17&amp;#039;&amp;#039;&amp;#039; || 64 || &amp;#039;&amp;#039;&amp;#039;+35&amp;#039;&amp;#039;&amp;#039; || 147&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+18&amp;#039;&amp;#039;&amp;#039; || 69 || &amp;#039;&amp;#039;&amp;#039;+36&amp;#039;&amp;#039;&amp;#039; || 151&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; || 64&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 125&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. Although the item may be denoted as being +1 to +5 (or in some rare cases like artifacts, even more than +5), the true increase in magical resistance points is listed in the parenthesis.&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 (+20 MR)&amp;#039;&amp;#039;&amp;#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2 (+40 MR)&amp;#039;&amp;#039;&amp;#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3 (+60 MR)&amp;#039;&amp;#039;&amp;#039; || 27&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4 (+80 MR)&amp;#039;&amp;#039;&amp;#039; || 64&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5 (+100 MR)&amp;#039;&amp;#039;&amp;#039; || 125&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
Many artifacts exist, and are characterised by a distinctive glow. These are rare and highly sought after items of power that should be treasured when found. See the [[Artifacts]] page for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation The World of Sosaria}}&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5630</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5630"/>
		<updated>2025-01-26T22:50:57Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Regular artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Artifacts are items with a distinct name instead of just a description. Unlike normal items with only one enchantment (eg + 5 AS, +3 NV, +15 vigour etc), artifacts are weapons, armor and jewellery that have two or three enchantments. They can also have attributes that are not available otherwise, like +blindness or +asphyxiation. This makes them highly sought after. Artifacts can be divided into two categories:&lt;br /&gt;
*&amp;quot;mini-artifacts&amp;quot; that can be bought from npc merchants or crafted by GM crafters, &lt;br /&gt;
*&amp;quot;true&amp;quot; or regular artifacts that are only very rarely found from treasure chests and boss drops and cannot be crafted. &lt;br /&gt;
&lt;br /&gt;
Both types of artifacts show up in yellow font or text in your inventory, but only &amp;quot;true artifacts&amp;quot; have a blue glowing outline that is visible when placed on the ground or when equipped as a weapon. &lt;br /&gt;
&lt;br /&gt;
===Mini-artifacts===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Craftable mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These can be made by the GM crafter of various skills such as [[Armourer]], [[Tailoring]], and [[Bonecrafting]]. For example, the Grandmaster Armourer can make &amp;#039;&amp;#039;Snakefang Grips&amp;#039;&amp;#039;, the Grandmaster Tailor can make &amp;#039;&amp;#039;Infernal Handwraps&amp;#039;&amp;#039;, and the Grandmaster Bonecrafter can make &amp;#039;&amp;#039;Sash of the Dead&amp;#039;&amp;#039;. Some craftable mini-artifacts are required as ingredients for [[Mythic_Item_Crafting|Mythic Item Crafting]], such as the &amp;#039;&amp;#039;Enigmatic Bauble&amp;#039;&amp;#039; made by GM Tinkers. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Crafting Skill&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Philosopher&amp;#039;s Stone || Alchemy || Gold rune, +8 vigour, +health&lt;br /&gt;
|-&lt;br /&gt;
| Rod of Power || Enchanting || Gold rod, +3 Def, +health&lt;br /&gt;
|-&lt;br /&gt;
| Infernal Handwraps || Tailoring || Plain gloves, +5 AS, +2 MR, +VF&lt;br /&gt;
|-&lt;br /&gt;
| Enigmatic Bauble || Tinkering || Copper orb, +4 NV, +health&lt;br /&gt;
|-&lt;br /&gt;
| Snakefang Grips || Armourer || Venomous chain gloves, +10 Str, +10 Dex, +3 Def&lt;br /&gt;
|-&lt;br /&gt;
| Rubied Skull || Bonecrafting || Bone skull, +5 vigour, +1 MR&lt;br /&gt;
|-&lt;br /&gt;
| Sash of the Dead || Bonecrafting || Bone belt, +10 Int, +8 vigour, +2 MR&lt;br /&gt;
|-&lt;br /&gt;
| Skull of Gold and Glue || Bonecrafting || Gold skull, +3 MR, +health&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Silver, Glass and Crystal coin shop mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These mini-artifacts are designed for new characters with low level requirements. Silver coin mini-artifacts have 0 level requirement. Glass mini-artifacts have a level requirement of 25. Glass coin mini-artifacts can then by upgraded by spending crystal coins, which also increases their level requirement to 50 and then to level 75. Glass and crystal coins can be gotten from completing quests from guards or from the daily [[Scavenger_Hunt|Scavenger Hunt]] games.&lt;br /&gt;
&lt;br /&gt;
For example: The Wizard set comes in cap, robes, gloves, slacks and slippers with the prefix Apprentice, Adept and Savant for each tier. Each tier adds an incremental increase in the stats each equipment piece provides.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!| Wizard set&lt;br /&gt;
!| Tier 1&lt;br /&gt;
!| Tier 2&lt;br /&gt;
!| Tier 3&lt;br /&gt;
|-&lt;br /&gt;
!| Name&lt;br /&gt;
| Apprentice Robes&lt;br /&gt;
| Adept Robes&lt;br /&gt;
| Savant Robes&lt;br /&gt;
|-&lt;br /&gt;
!| Level Required&lt;br /&gt;
| Level 25&lt;br /&gt;
| Level 50&lt;br /&gt;
| Level 75&lt;br /&gt;
|-&lt;br /&gt;
!| Attributes&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +3 Def&lt;br /&gt;
* +2 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +3 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +5 MR&lt;br /&gt;
|-&lt;br /&gt;
!| Cost to purchase/upgrade&lt;br /&gt;
| &lt;br /&gt;
*3 glass coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
*1 hellspawn ear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Regular artifacts===&lt;br /&gt;
These are truly rare items that cannot be crafted or bought from special coin shop, instead they are only found rarely as loot from treasure chests or boss drops. Blessed, crystal, blood or radioactive treasure maps also have a very high to guaranteed rate of acquiring artifacts. &lt;br /&gt;
&lt;br /&gt;
Deconstructing a regular artifact produces &amp;#039;&amp;#039;mythical material&amp;#039;&amp;#039; used in [[Enchanting]] and [[Mythic_Item_Crafting|Mythic Item Crafting]].&lt;br /&gt;
&lt;br /&gt;
Some regular artifact armour items come in sets, which give additional buffs when the complete set is equipped. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Estorrath&amp;#039;s&amp;#039;&amp;#039; wizard set: +10% int&lt;br /&gt;
*&amp;#039;&amp;#039;Ironfist&amp;#039;&amp;#039; gi set: +10% AS&lt;br /&gt;
*&amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; light armour set: +100 dodge&lt;br /&gt;
*&amp;#039;&amp;#039;Frenzy&amp;#039;&amp;#039; chain armour set: +10% damage&lt;br /&gt;
*&amp;#039;&amp;#039;Shardcrystal&amp;#039;&amp;#039; heavy armour set: +10% damage reduction&lt;br /&gt;
&lt;br /&gt;
Regular artifacts are not unique, for (almost) each equipment and weapon type there is an artifact associated with it that can drop with the same name and attributes. For example, &amp;#039;&amp;#039;Magebane&amp;#039;&amp;#039; is always a +7 AS scimitar with +IJO, &amp;#039;&amp;#039;Grim Reaper&amp;#039;&amp;#039; is always a scythe with +7 AS with +KXC (summon daemon), &amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; artifacts are always light armour with the same attributes, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Randomly generated artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Random generated artifacts are based of regular artifacts as a template, but with a unique randomly generated name and an additional random attribute. For example, a &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; is a large shield artifact with +4 def and +5 MR. A random generated artifact based of &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; would be a large shield with +4 def, +5 MR and a third attribute like +15 str, or +2 def (making it +6 def, +5 MR), or +health, or even rarer attribute like +sun protection. &lt;br /&gt;
&lt;br /&gt;
Random generated artifacts can be deconstructed to produce mythic material just like regular artifacts, but have a lighter blue glow compared to regular artifacts. They are about 3x rarer than regular artifacts.&lt;br /&gt;
&lt;br /&gt;
The level requirement for regular and random generated artifacts ranges from level 70 to level 125.&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5628</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5628"/>
		<updated>2025-01-26T13:37:01Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Mini-artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Artifacts are items with a distinct name instead of just a description. Unlike normal items with only one enchantment (eg + 5 AS, +3 NV, +15 vigour etc), artifacts are weapons, armor and jewellery that have two or three enchantments. They can also have attributes that are not available otherwise, like +blindness or +asphyxiation. This makes them highly sought after. Artifacts can be divided into two categories:&lt;br /&gt;
*&amp;quot;mini-artifacts&amp;quot; that can be bought from npc merchants or crafted by GM crafters, &lt;br /&gt;
*&amp;quot;true&amp;quot; or regular artifacts that are only very rarely found from treasure chests and boss drops and cannot be crafted. &lt;br /&gt;
&lt;br /&gt;
Both types of artifacts show up in yellow font or text in your inventory, but only &amp;quot;true artifacts&amp;quot; have a blue glowing outline that is visible when placed on the ground or when equipped as a weapon. &lt;br /&gt;
&lt;br /&gt;
===Mini-artifacts===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Craftable mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These can be made by the GM crafter of various skills such as [[Armourer]], [[Tailoring]], and [[Bonecrafting]]. For example, the Grandmaster Armourer can make &amp;#039;&amp;#039;Snakefang Grips&amp;#039;&amp;#039;, the Grandmaster Tailor can make &amp;#039;&amp;#039;Infernal Handwraps&amp;#039;&amp;#039;, and the Grandmaster Bonecrafter can make &amp;#039;&amp;#039;Sash of the Dead&amp;#039;&amp;#039;. Some craftable mini-artifacts are required as ingredients for [[Mythic_Item_Crafting|Mythic Item Crafting]], such as the &amp;#039;&amp;#039;Enigmatic Bauble&amp;#039;&amp;#039; made by GM Tinkers. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Crafting Skill&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Philosopher&amp;#039;s Stone || Alchemy || Gold rune, +8 vigour, +health&lt;br /&gt;
|-&lt;br /&gt;
| Rod of Power || Enchanting || Gold rod, +3 Def, +health&lt;br /&gt;
|-&lt;br /&gt;
| Infernal Handwraps || Tailoring || Plain gloves, +5 AS, +2 MR, +VF&lt;br /&gt;
|-&lt;br /&gt;
| Enigmatic Bauble || Tinkering || Copper orb, +4 NV, +health&lt;br /&gt;
|-&lt;br /&gt;
| Snakefang Grips || Armourer || Venomous chain gloves, +10 Str, +10 Dex, +3 Def&lt;br /&gt;
|-&lt;br /&gt;
| Rubied Skull || Bonecrafting || Bone skull, +5 vigour, +1 MR&lt;br /&gt;
|-&lt;br /&gt;
| Sash of the Dead || Bonecrafting || Bone belt, +10 Int, +8 vigour, +2 MR&lt;br /&gt;
|-&lt;br /&gt;
| Skull of Gold and Glue || Bonecrafting || Gold skull, +3 MR, +health&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Silver, Glass and Crystal coin shop mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These mini-artifacts are designed for new characters with low level requirements. Silver coin mini-artifacts have 0 level requirement. Glass mini-artifacts have a level requirement of 25. Glass coin mini-artifacts can then by upgraded by spending crystal coins, which also increases their level requirement to 50 and then to level 75. Glass and crystal coins can be gotten from completing quests from guards or from the daily [[Scavenger_Hunt|Scavenger Hunt]] games.&lt;br /&gt;
&lt;br /&gt;
For example: The Wizard set comes in cap, robes, gloves, slacks and slippers with the prefix Apprentice, Adept and Savant for each tier. Each tier adds an incremental increase in the stats each equipment piece provides.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!| Wizard set&lt;br /&gt;
!| Tier 1&lt;br /&gt;
!| Tier 2&lt;br /&gt;
!| Tier 3&lt;br /&gt;
|-&lt;br /&gt;
!| Name&lt;br /&gt;
| Apprentice Robes&lt;br /&gt;
| Adept Robes&lt;br /&gt;
| Savant Robes&lt;br /&gt;
|-&lt;br /&gt;
!| Level Required&lt;br /&gt;
| Level 25&lt;br /&gt;
| Level 50&lt;br /&gt;
| Level 75&lt;br /&gt;
|-&lt;br /&gt;
!| Attributes&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +3 Def&lt;br /&gt;
* +2 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +3 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +5 MR&lt;br /&gt;
|-&lt;br /&gt;
!| Cost to purchase/upgrade&lt;br /&gt;
| &lt;br /&gt;
*3 glass coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
*1 hellspawn ear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Regular artifacts===&lt;br /&gt;
These are truly rare items that cannot be crafted or bought from special coin shop, instead they are only found rarely as loot from treasure chests or boss drops. Blessed, crystal, blood or radioactive treasure maps also have a very high to guaranteed rate of acquiring artifacts. &lt;br /&gt;
&lt;br /&gt;
Deconstructing a regular artifact produces &amp;#039;&amp;#039;mythical material&amp;#039;&amp;#039; used in [[Enchanting]] and [[Mythic_Item_Crafting|Mythic Item Crafting]].&lt;br /&gt;
&lt;br /&gt;
Some regular artifact armour items come in sets, which give additional buffs when the complete set is equipped. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Estorrath&amp;#039;s&amp;#039;&amp;#039; wizard set: +10% int&lt;br /&gt;
*&amp;#039;&amp;#039;Ironfist&amp;#039;&amp;#039; gi set: +10% AS&lt;br /&gt;
*&amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; light armour set: +100 dodge&lt;br /&gt;
*&amp;#039;&amp;#039;Frenzy&amp;#039;&amp;#039; chain armour set: +10% damage&lt;br /&gt;
*&amp;#039;&amp;#039;Shardcrystal&amp;#039;&amp;#039; heavy armour set: +10% damage reduction&lt;br /&gt;
&lt;br /&gt;
Regular artifacts are not unique, for (almost) each equipment and weapon type there is an artifact associated with it that can drop with the same name and attributes. For example, &amp;#039;&amp;#039;Magebane&amp;#039;&amp;#039; is always a +7 AS scimitar with +IJO, &amp;#039;&amp;#039;Grim Reaper&amp;#039;&amp;#039; is always a scythe with +7 AS and +IJO, &amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; artifacts are always light armour with the same attributes, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Random generated artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Random generated artifacts are based of regular artifacts as a template, but with a unique randomly generated name and an additional random attribute. For example, a &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; is a large shield artifact with +4 def and +5 MR. A random generated artifact based of &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; would be a large shield with +4 def, +5 MR and a third attribute like +15 str, or +2 def (making it +6 def, +5 MR), or +health, or even rarer attribute like +sun protection. &lt;br /&gt;
&lt;br /&gt;
Random generated artifacts can be deconstructed to produce mythic material just like regular artifacts, but have a lighter blue glow compared to regular artifacts. They are about 3x rarer than regular artifacts.&lt;br /&gt;
&lt;br /&gt;
The level requirement for regular and random generated artifacts ranges from level 70 to level 125.&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5627</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5627"/>
		<updated>2025-01-26T13:33:55Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Regular artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Artifacts are items with a distinct name instead of just a description. Unlike normal items with only one enchantment (eg + 5 AS, +3 NV, +15 vigour etc), artifacts are weapons, armor and jewellery that have two or three enchantments. They can also have attributes that are not available otherwise, like +blindness or +asphyxiation. This makes them highly sought after. Artifacts can be divided into two categories:&lt;br /&gt;
*&amp;quot;mini-artifacts&amp;quot; that can be bought from npc merchants or crafted by GM crafters, &lt;br /&gt;
*&amp;quot;true&amp;quot; or regular artifacts that are only very rarely found from treasure chests and boss drops and cannot be crafted. &lt;br /&gt;
&lt;br /&gt;
Both types of artifacts show up in yellow font or text in your inventory, but only &amp;quot;true artifacts&amp;quot; have a blue glowing outline that is visible when placed on the ground or when equipped as a weapon. &lt;br /&gt;
&lt;br /&gt;
===Mini-artifacts===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Craftable mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These can be made by the GM crafter of various skills such as [[Armourer]], [[Tailoring]], and [[Bonecrafting]]. For example, the Grandmaster Armourer can make &amp;#039;&amp;#039;Snakefang Grips&amp;#039;&amp;#039;, the Grandmaster Tailor can make &amp;#039;&amp;#039;Infernal Handwraps&amp;#039;&amp;#039;, and the Grandmaster Bonecrafter can make &amp;#039;&amp;#039;Sash of the Dead&amp;#039;&amp;#039;. Some craftable mini-artifacts are required as ingredients for [[Mythic_Item_Crafting|Mythic Item Crafting]], such as the &amp;#039;&amp;#039;Enigmatic Bauble&amp;#039;&amp;#039; made by GM Tinkers. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Crafting Skill&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Philosopher&amp;#039;s Stone || Alchemy || Gold rune, +8 vigour, +health&lt;br /&gt;
|-&lt;br /&gt;
| Rod of Power || Enchanting || Gold rod, +3 Def, +health&lt;br /&gt;
|-&lt;br /&gt;
| Infernal Handwraps || Tailoring || Plain gloves, +5 AS, +2 MR, +VF&lt;br /&gt;
|-&lt;br /&gt;
| Enigmatic Bauble || Tinkering || Copper orb, +4 NV, +health&lt;br /&gt;
|-&lt;br /&gt;
| Snakefang Grips || Armourer || Venomous chain gloves, +10 Str, +10 Dex, +3 Def&lt;br /&gt;
|-&lt;br /&gt;
| Rubied Skull || Bonecrafting || Bone skull, +5 vigour, +1 MR&lt;br /&gt;
|-&lt;br /&gt;
| Sash of the Dead || Bonecrafting || Bone belt, +10 Int, +8 vigour, +2 MR&lt;br /&gt;
|-&lt;br /&gt;
| Skull of Gold and Glue || Bonecrafting || Gold skull, +3 MR, +health&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Silver, Glass and Crystal coin shop mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These mini-artifacts are designed for new characters with low level requirements. Silver mini-artifacts have 0 level requirement. Glass mini-artifacts have a level requirement of 25. Glass mini-artifacts can then by upgraded by spending crystal coins, which also increases their level requirement to 50 and then to level 75. Glass and crystal coins can be gotten from completing quests from guards or from the daily [[Scavenger_Hunt|Scavenger Hunt]] games.&lt;br /&gt;
&lt;br /&gt;
For example: The Wizard set comes in cap, robes, gloves, slacks and slippers with the prefix Apprentice, Adept and Savant for each tier. Each tier adds an incremental increase in the stats each equipment piece provides.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!| Wizard set&lt;br /&gt;
!| Tier 1&lt;br /&gt;
!| Tier 2&lt;br /&gt;
!| Tier 3&lt;br /&gt;
|-&lt;br /&gt;
!| Name&lt;br /&gt;
| Apprentice Robes&lt;br /&gt;
| Adept Robes&lt;br /&gt;
| Savant Robes&lt;br /&gt;
|-&lt;br /&gt;
!| Level Required&lt;br /&gt;
| Level 25&lt;br /&gt;
| Level 50&lt;br /&gt;
| Level 75&lt;br /&gt;
|-&lt;br /&gt;
!| Attributes&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +3 Def&lt;br /&gt;
* +2 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +3 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +5 MR&lt;br /&gt;
|-&lt;br /&gt;
!| Cost to purchase/upgrade&lt;br /&gt;
| &lt;br /&gt;
*3 glass coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
*1 hellspawn ear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Regular artifacts===&lt;br /&gt;
These are truly rare items that cannot be crafted or bought from special coin shop, instead they are only found rarely as loot from treasure chests or boss drops. Blessed, crystal, blood or radioactive treasure maps also have a very high to guaranteed rate of acquiring artifacts. &lt;br /&gt;
&lt;br /&gt;
Deconstructing a regular artifact produces &amp;#039;&amp;#039;mythical material&amp;#039;&amp;#039; used in [[Enchanting]] and [[Mythic_Item_Crafting|Mythic Item Crafting]].&lt;br /&gt;
&lt;br /&gt;
Some regular artifact armour items come in sets, which give additional buffs when the complete set is equipped. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Estorrath&amp;#039;s&amp;#039;&amp;#039; wizard set: +10% int&lt;br /&gt;
*&amp;#039;&amp;#039;Ironfist&amp;#039;&amp;#039; gi set: +10% AS&lt;br /&gt;
*&amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; light armour set: +100 dodge&lt;br /&gt;
*&amp;#039;&amp;#039;Frenzy&amp;#039;&amp;#039; chain armour set: +10% damage&lt;br /&gt;
*&amp;#039;&amp;#039;Shardcrystal&amp;#039;&amp;#039; heavy armour set: +10% damage reduction&lt;br /&gt;
&lt;br /&gt;
Regular artifacts are not unique, for (almost) each equipment and weapon type there is an artifact associated with it that can drop with the same name and attributes. For example, &amp;#039;&amp;#039;Magebane&amp;#039;&amp;#039; is always a +7 AS scimitar with +IJO, &amp;#039;&amp;#039;Grim Reaper&amp;#039;&amp;#039; is always a scythe with +7 AS and +IJO, &amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; artifacts are always light armour with the same attributes, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Random generated artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Random generated artifacts are based of regular artifacts as a template, but with a unique randomly generated name and an additional random attribute. For example, a &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; is a large shield artifact with +4 def and +5 MR. A random generated artifact based of &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; would be a large shield with +4 def, +5 MR and a third attribute like +15 str, or +2 def (making it +6 def, +5 MR), or +health, or even rarer attribute like +sun protection. &lt;br /&gt;
&lt;br /&gt;
Random generated artifacts can be deconstructed to produce mythic material just like regular artifacts, but have a lighter blue glow compared to regular artifacts. They are about 3x rarer than regular artifacts.&lt;br /&gt;
&lt;br /&gt;
The level requirement for regular and random generated artifacts ranges from level 70 to level 125.&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5626</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5626"/>
		<updated>2025-01-26T13:31:32Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Regular artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Artifacts are items with a distinct name instead of just a description. Unlike normal items with only one enchantment (eg + 5 AS, +3 NV, +15 vigour etc), artifacts are weapons, armor and jewellery that have two or three enchantments. They can also have attributes that are not available otherwise, like +blindness or +asphyxiation. This makes them highly sought after. Artifacts can be divided into two categories:&lt;br /&gt;
*&amp;quot;mini-artifacts&amp;quot; that can be bought from npc merchants or crafted by GM crafters, &lt;br /&gt;
*&amp;quot;true&amp;quot; or regular artifacts that are only very rarely found from treasure chests and boss drops and cannot be crafted. &lt;br /&gt;
&lt;br /&gt;
Both types of artifacts show up in yellow font or text in your inventory, but only &amp;quot;true artifacts&amp;quot; have a blue glowing outline that is visible when placed on the ground or when equipped as a weapon. &lt;br /&gt;
&lt;br /&gt;
===Mini-artifacts===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Craftable mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These can be made by the GM crafter of various skills such as [[Armourer]], [[Tailoring]], and [[Bonecrafting]]. For example, the Grandmaster Armourer can make &amp;#039;&amp;#039;Snakefang Grips&amp;#039;&amp;#039;, the Grandmaster Tailor can make &amp;#039;&amp;#039;Infernal Handwraps&amp;#039;&amp;#039;, and the Grandmaster Bonecrafter can make &amp;#039;&amp;#039;Sash of the Dead&amp;#039;&amp;#039;. Some craftable mini-artifacts are required as ingredients for [[Mythic_Item_Crafting|Mythic Item Crafting]], such as the &amp;#039;&amp;#039;Enigmatic Bauble&amp;#039;&amp;#039; made by GM Tinkers. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Crafting Skill&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Philosopher&amp;#039;s Stone || Alchemy || Gold rune, +8 vigour, +health&lt;br /&gt;
|-&lt;br /&gt;
| Rod of Power || Enchanting || Gold rod, +3 Def, +health&lt;br /&gt;
|-&lt;br /&gt;
| Infernal Handwraps || Tailoring || Plain gloves, +5 AS, +2 MR, +VF&lt;br /&gt;
|-&lt;br /&gt;
| Enigmatic Bauble || Tinkering || Copper orb, +4 NV, +health&lt;br /&gt;
|-&lt;br /&gt;
| Snakefang Grips || Armourer || Venomous chain gloves, +10 Str, +10 Dex, +3 Def&lt;br /&gt;
|-&lt;br /&gt;
| Rubied Skull || Bonecrafting || Bone skull, +5 vigour, +1 MR&lt;br /&gt;
|-&lt;br /&gt;
| Sash of the Dead || Bonecrafting || Bone belt, +10 Int, +8 vigour, +2 MR&lt;br /&gt;
|-&lt;br /&gt;
| Skull of Gold and Glue || Bonecrafting || Gold skull, +3 MR, +health&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Silver, Glass and Crystal coin shop mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These mini-artifacts are designed for new characters with low level requirements. Silver mini-artifacts have 0 level requirement. Glass mini-artifacts have a level requirement of 25. Glass mini-artifacts can then by upgraded by spending crystal coins, which also increases their level requirement to 50 and then to level 75. Glass and crystal coins can be gotten from completing quests from guards or from the daily [[Scavenger_Hunt|Scavenger Hunt]] games.&lt;br /&gt;
&lt;br /&gt;
For example: The Wizard set comes in cap, robes, gloves, slacks and slippers with the prefix Apprentice, Adept and Savant for each tier. Each tier adds an incremental increase in the stats each equipment piece provides.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!| Wizard set&lt;br /&gt;
!| Tier 1&lt;br /&gt;
!| Tier 2&lt;br /&gt;
!| Tier 3&lt;br /&gt;
|-&lt;br /&gt;
!| Name&lt;br /&gt;
| Apprentice Robes&lt;br /&gt;
| Adept Robes&lt;br /&gt;
| Savant Robes&lt;br /&gt;
|-&lt;br /&gt;
!| Level Required&lt;br /&gt;
| Level 25&lt;br /&gt;
| Level 50&lt;br /&gt;
| Level 75&lt;br /&gt;
|-&lt;br /&gt;
!| Attributes&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +3 Def&lt;br /&gt;
* +2 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +3 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +5 MR&lt;br /&gt;
|-&lt;br /&gt;
!| Cost to purchase/upgrade&lt;br /&gt;
| &lt;br /&gt;
*3 glass coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
*1 hellspawn ear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Regular artifacts===&lt;br /&gt;
These are truly rare items that cannot be crafted or bought from special coin shop, instead they are only found rarely as loot from treasure chests or boss drops. Blessed, crystal, blood or radioactive treasure maps also have a very high to guaranteed rate of acquiring artifacts. &lt;br /&gt;
&lt;br /&gt;
Deconstructing a regular artifact produces &amp;#039;&amp;#039;mythical material&amp;#039;&amp;#039; used in [[Enchanting]] and [[Mythic_Item_Crafting|Mythic Item Crafting]].&lt;br /&gt;
&lt;br /&gt;
Some regular artifact armour items come in sets, which give additional buffs when the complete set is equipped. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Estorrath&amp;#039;s&amp;#039;&amp;#039; wizard set: +10% int&lt;br /&gt;
*&amp;#039;&amp;#039;Ironfist&amp;#039;&amp;#039; gi set: +10% AS&lt;br /&gt;
*&amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; light armour set: +100 dodge&lt;br /&gt;
*&amp;#039;&amp;#039;Frenzy&amp;#039;&amp;#039; chain armour set: +10% damage&lt;br /&gt;
*&amp;#039;&amp;#039;Shardcrystal&amp;#039;&amp;#039; heavy armour set: +10% damage reduction&lt;br /&gt;
&lt;br /&gt;
Regular artifacts are not unique, for (almost) each equipment and weapon type there is an artifact associated with it that can drop with the same name and attributes. For example, &amp;#039;&amp;#039;Magebane&amp;#039;&amp;#039; is always a +7 AS scimitar with +IJO, &amp;#039;&amp;#039;Grim Reaper&amp;#039;&amp;#039; is always a scythe with +7 AS and +IJO, &amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; artifacts are always light armour with the same attributes, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Random generated artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Random generated artifacts are based of regular artifacts as a template, but with a unique randomly generated name and an additional random attribute. For example, a &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; is a large shield artifact with +4 def and +5 MR. A random generated artifact based of &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; would be a large shield with +4 def, +5 MR and a third attribute like +15 str, or +2 def (making it +6 def, +5 MR), or +health, or even rarer attribute like +sun protection. &lt;br /&gt;
&lt;br /&gt;
Random generated artifacts can be deconstructed to produce mythic material just like regular artifacts, but have a lighter blue glow compared to regular artifacts. They are about 3x rarer than regular artifacts.&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5625</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5625"/>
		<updated>2025-01-26T13:31:01Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Artifacts are items with a distinct name instead of just a description. Unlike normal items with only one enchantment (eg + 5 AS, +3 NV, +15 vigour etc), artifacts are weapons, armor and jewellery that have two or three enchantments. They can also have attributes that are not available otherwise, like +blindness or +asphyxiation. This makes them highly sought after. Artifacts can be divided into two categories:&lt;br /&gt;
*&amp;quot;mini-artifacts&amp;quot; that can be bought from npc merchants or crafted by GM crafters, &lt;br /&gt;
*&amp;quot;true&amp;quot; or regular artifacts that are only very rarely found from treasure chests and boss drops and cannot be crafted. &lt;br /&gt;
&lt;br /&gt;
Both types of artifacts show up in yellow font or text in your inventory, but only &amp;quot;true artifacts&amp;quot; have a blue glowing outline that is visible when placed on the ground or when equipped as a weapon. &lt;br /&gt;
&lt;br /&gt;
===Mini-artifacts===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Craftable mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These can be made by the GM crafter of various skills such as [[Armourer]], [[Tailoring]], and [[Bonecrafting]]. For example, the Grandmaster Armourer can make &amp;#039;&amp;#039;Snakefang Grips&amp;#039;&amp;#039;, the Grandmaster Tailor can make &amp;#039;&amp;#039;Infernal Handwraps&amp;#039;&amp;#039;, and the Grandmaster Bonecrafter can make &amp;#039;&amp;#039;Sash of the Dead&amp;#039;&amp;#039;. Some craftable mini-artifacts are required as ingredients for [[Mythic_Item_Crafting|Mythic Item Crafting]], such as the &amp;#039;&amp;#039;Enigmatic Bauble&amp;#039;&amp;#039; made by GM Tinkers. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Crafting Skill&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Philosopher&amp;#039;s Stone || Alchemy || Gold rune, +8 vigour, +health&lt;br /&gt;
|-&lt;br /&gt;
| Rod of Power || Enchanting || Gold rod, +3 Def, +health&lt;br /&gt;
|-&lt;br /&gt;
| Infernal Handwraps || Tailoring || Plain gloves, +5 AS, +2 MR, +VF&lt;br /&gt;
|-&lt;br /&gt;
| Enigmatic Bauble || Tinkering || Copper orb, +4 NV, +health&lt;br /&gt;
|-&lt;br /&gt;
| Snakefang Grips || Armourer || Venomous chain gloves, +10 Str, +10 Dex, +3 Def&lt;br /&gt;
|-&lt;br /&gt;
| Rubied Skull || Bonecrafting || Bone skull, +5 vigour, +1 MR&lt;br /&gt;
|-&lt;br /&gt;
| Sash of the Dead || Bonecrafting || Bone belt, +10 Int, +8 vigour, +2 MR&lt;br /&gt;
|-&lt;br /&gt;
| Skull of Gold and Glue || Bonecrafting || Gold skull, +3 MR, +health&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Silver, Glass and Crystal coin shop mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These mini-artifacts are designed for new characters with low level requirements. Silver mini-artifacts have 0 level requirement. Glass mini-artifacts have a level requirement of 25. Glass mini-artifacts can then by upgraded by spending crystal coins, which also increases their level requirement to 50 and then to level 75. Glass and crystal coins can be gotten from completing quests from guards or from the daily [[Scavenger_Hunt|Scavenger Hunt]] games.&lt;br /&gt;
&lt;br /&gt;
For example: The Wizard set comes in cap, robes, gloves, slacks and slippers with the prefix Apprentice, Adept and Savant for each tier. Each tier adds an incremental increase in the stats each equipment piece provides.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!| Wizard set&lt;br /&gt;
!| Tier 1&lt;br /&gt;
!| Tier 2&lt;br /&gt;
!| Tier 3&lt;br /&gt;
|-&lt;br /&gt;
!| Name&lt;br /&gt;
| Apprentice Robes&lt;br /&gt;
| Adept Robes&lt;br /&gt;
| Savant Robes&lt;br /&gt;
|-&lt;br /&gt;
!| Level Required&lt;br /&gt;
| Level 25&lt;br /&gt;
| Level 50&lt;br /&gt;
| Level 75&lt;br /&gt;
|-&lt;br /&gt;
!| Attributes&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +3 Def&lt;br /&gt;
* +2 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +3 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +5 MR&lt;br /&gt;
|-&lt;br /&gt;
!| Cost to purchase/upgrade&lt;br /&gt;
| &lt;br /&gt;
*3 glass coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
*1 hellspawn ear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Regular artifacts===&lt;br /&gt;
These are truly rare items that cannot be crafted or bought from special coin shop, instead they are only found rarely as loot from treasure chests or boss drops. Blessed, crystal, blood or radioactive treasure maps also have a very high to guaranteed rate of acquiring artifacts. &lt;br /&gt;
&lt;br /&gt;
Deconstructing a regular artifact produces &amp;#039;&amp;#039;mythical material&amp;#039;&amp;#039; used in [[Enchanting]] and [[Mythic_Item_Crafting|Mythic Item Crafting]].&lt;br /&gt;
&lt;br /&gt;
Some regular artifact armour items come in sets, which give additional buffs when the complete set is equipped. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Estorrath&amp;#039;s&amp;#039;&amp;#039; wizard set: +10% int&lt;br /&gt;
*&amp;#039;&amp;#039;Ironfist&amp;#039;&amp;#039; gi set: +10% AS&lt;br /&gt;
*&amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; light armour set: +100 dodge&lt;br /&gt;
*&amp;#039;&amp;#039;Frenzy&amp;#039;&amp;#039; chain armour set: +10% damage&lt;br /&gt;
*&amp;#039;&amp;#039;Shardcrystal&amp;#039;&amp;#039; heavy armour set: +10% damage reduction&lt;br /&gt;
&lt;br /&gt;
Regular artifacts are not unique, for (almost) each equipment and weapon type there is an artifact associated with it that can drop with the same name and attributes. For example, &amp;#039;&amp;#039;Magebane&amp;#039;&amp;#039; is always a +7 AS scimitar with +IJO, &amp;#039;&amp;#039;Grim Reaper&amp;#039;&amp;#039; is always a scythe with +7 AS and +IJO, &amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; artifacts are always light armour with the same attributes, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Random generated artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Random generated artifacts are based of regular artifacts as a template, but with a unique randomly generated name and an additional random attribute. For example, a &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; is a large shield artifact with +4 def and +5 MR. A random generated artifact based of &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; would be a large shield with +4 def, +5 MR and a third + like +15 str, or +2 def (making it +6 def, +5 MR), or +health, or even rarer attribute like +sun protection. &lt;br /&gt;
&lt;br /&gt;
Random generated artifacts can be deconstructed to produce mythic material just like regular artifacts, but have a lighter blue glow compared to regular artifacts. They are about 3x rarer than regular artifacts.&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5624</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5624"/>
		<updated>2025-01-26T13:30:32Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Mini-artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Artifacts are items with a distinct name instead of just a description. Unlike normal items with only one enchantment (eg + 5 AS, +3 NV, +15 vigour etc), artifacts are weapons, armor and jewellery that have two or three enchantments. They can also have attributes that are not available otherwise, like +blindness or +asphyxiation. This makes them highly sought after. Artifacts can be divided into two categories:&lt;br /&gt;
*&amp;quot;mini-artifacts&amp;quot; that can be bought from npc merchants or crafted by GM crafters, &lt;br /&gt;
*&amp;quot;true&amp;quot; or regular artifacts that are only very rarely found from treasure chests and boss drops and cannot be crafted. &lt;br /&gt;
&lt;br /&gt;
Both types of artifacts show up in yellow font or text in your inventory, but only &amp;quot;true artifacts&amp;quot; have a blue glowing outline that is visible when placed on the ground or when equipped as a weapon. &lt;br /&gt;
&lt;br /&gt;
===Mini-artifacts===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Craftable mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These can be made by the GM crafter of various skills such as [[Armourer]], [[Tailoring]], and [[Bonecrafting]]. For example, the Grandmaster Armourer can make &amp;#039;&amp;#039;Snakefang Grips&amp;#039;&amp;#039;, the Grandmaster Tailor can make &amp;#039;&amp;#039;Infernal Handwraps&amp;#039;&amp;#039;, and the Grandmaster Bonecrafter can make &amp;#039;&amp;#039;Sash of the Dead&amp;#039;&amp;#039;. Some craftable mini-artifacts are required as ingredients for [[Mythic_Item_Crafting|Mythic Item Crafting]], such as the &amp;#039;&amp;#039;Enigmatic Bauble&amp;#039;&amp;#039; made by GM Tinkers. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Crafting Skill&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Philosopher&amp;#039;s Stone || Alchemy || Gold rune, +8 vigour, +health&lt;br /&gt;
|-&lt;br /&gt;
| Rod of Power || Enchanting || Gold rod, +3 Def, +health&lt;br /&gt;
|-&lt;br /&gt;
| Infernal Handwraps || Tailoring || Plain gloves, +5 AS, +2 MR, +VF&lt;br /&gt;
|-&lt;br /&gt;
| Enigmatic Bauble || Tinkering || Copper orb, +4 NV, +health&lt;br /&gt;
|-&lt;br /&gt;
| Snakefang Grips || Armourer || Venomous chain gloves, +10 Str, +10 Dex, +3 Def&lt;br /&gt;
|-&lt;br /&gt;
| Rubied Skull || Bonecrafting || Bone skull, +5 vigour, +1 MR&lt;br /&gt;
|-&lt;br /&gt;
| Sash of the Dead || Bonecrafting || Bone belt, +10 Int, +8 vigour, +2 MR&lt;br /&gt;
|-&lt;br /&gt;
| Skull of Gold and Glue || Bonecrafting || Gold skull, +3 MR, +health&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Silver, Glass and Crystal coin shop mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These mini-artifacts are designed for new characters with low level requirements. Silver mini-artifacts have 0 level requirement. Glass mini-artifacts have a level requirement of 25. Glass mini-artifacts can then by upgraded by spending crystal coins, which also increases their level requirement to 50 and then to level 75. Glass and crystal coins can be gotten from completing quests from guards or from the daily [[Scavenger_Hunt|Scavenger Hunt]] games.&lt;br /&gt;
&lt;br /&gt;
For example: The Wizard set comes in cap, robes, gloves, slacks and slippers with the prefix Apprentice, Adept and Savant for each tier. Each tier adds an incremental increase in the stats each equipment piece provides.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!| Wizard set&lt;br /&gt;
!| Tier 1&lt;br /&gt;
!| Tier 2&lt;br /&gt;
!| Tier 3&lt;br /&gt;
|-&lt;br /&gt;
!| Name&lt;br /&gt;
| Apprentice Robes&lt;br /&gt;
| Adept Robes&lt;br /&gt;
| Savant Robes&lt;br /&gt;
|-&lt;br /&gt;
!| Level Required&lt;br /&gt;
| Level 25&lt;br /&gt;
| Level 50&lt;br /&gt;
| Level 75&lt;br /&gt;
|-&lt;br /&gt;
!| Attributes&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +3 Def&lt;br /&gt;
* +2 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +3 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +5 MR&lt;br /&gt;
|-&lt;br /&gt;
!| Cost to purchase/upgrade&lt;br /&gt;
| &lt;br /&gt;
*3 glass coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
*1 hellspawn ear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Regular artifacts===&lt;br /&gt;
These are truly rare items that cannot be crafted or bought from special coin shop, instead they are only found rarely as loot from treasure chests or boss drops. Blessed, crystal, blood or radioactive treasure maps also have a very high to guaranteed rate of acquiring artifacts. &lt;br /&gt;
&lt;br /&gt;
Deconstructing a regular artifact produces &amp;#039;&amp;#039;mythical material&amp;#039;&amp;#039; used in [[Enchanting]] and [[Mythic_Item_Crafting|Mythic Item Crafting]].&lt;br /&gt;
&lt;br /&gt;
Some regular artifact armour items come in sets, which give additional buffs when the complete set is equipped. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Estorrath&amp;#039;s&amp;#039;&amp;#039; wizard set: +10% int&lt;br /&gt;
*&amp;#039;&amp;#039;Ironfist&amp;#039;&amp;#039; gi set: +10% AS&lt;br /&gt;
*&amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; light armour set: +100 dodge&lt;br /&gt;
*&amp;#039;&amp;#039;Frenzy&amp;#039;&amp;#039; chain armour set: +10% damage&lt;br /&gt;
*&amp;#039;&amp;#039;Shardcrystal&amp;#039;&amp;#039; heavy armour set: +10% damage reduction&lt;br /&gt;
&lt;br /&gt;
Regular artifacts are not unique, for (almost) each equipment and weapon type there is an artifact associated with it that can drop with the same name and attributes. For example, &amp;#039;&amp;#039;Magebane&amp;#039;&amp;#039; is always a +7 AS scimitar with +IJO, &amp;#039;&amp;#039;Grim Reaper&amp;#039;&amp;#039; is always a scythe with +7 AS and +IJO, &amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; artifacts are always light armour with the same attributes, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Random generated artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Random generated artifacts are based of regular artifacts as a template, but with a unique randomly generated name and an additional random attribute. For example, a &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; is a large shield artifact with +4 def and +5 MR. A random generated artifact based of &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; would be a large shield with +4 def, +5 MR and a third + like +15 str, or +2 def (making it +6 def, +5 MR), or +health, or even rarer attribute like +sun protection. &lt;br /&gt;
&lt;br /&gt;
Random generated artifacts can be deconstructed to produce mythic material just like regular artifacts, but have a lighter blue glow compared to regular artifacts. They are about 3x rarer than regular artifacts.&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5623</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5623"/>
		<updated>2025-01-26T13:28:33Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Mini-artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Artifacts are items with a distinct name instead of just a description. Unlike normal items with only one enchantment (eg + 5 AS, +3 NV, +15 vigour etc), artifacts are weapons, armor and jewellery that have two or three enchantments. They can also have attributes that are not available otherwise, like +blindness or +asphyxiation. This makes them highly sought after. Artifacts can be divided into two categories:&lt;br /&gt;
*&amp;quot;mini-artifacts&amp;quot; that can be bought from npc merchants or crafted by GM crafters, &lt;br /&gt;
*&amp;quot;true&amp;quot; or regular artifacts that are only very rarely found from treasure chests and boss drops and cannot be crafted. &lt;br /&gt;
&lt;br /&gt;
Both types of artifacts show up in yellow font or text in your inventory, but only &amp;quot;true artifacts&amp;quot; have a blue glowing outline that is visible when placed on the ground or when equipped as a weapon. &lt;br /&gt;
&lt;br /&gt;
===Mini-artifacts===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Craftable mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These can be made by the GM crafter of various skills such as [[Armourer]], [[Tailoring]], and [[Bonecrafting]]. For example, the Grandmaster Armourer can make &amp;#039;&amp;#039;Snakefang Grips&amp;#039;&amp;#039;, the Grandmaster Tailor can make &amp;#039;&amp;#039;Infernal Handwraps&amp;#039;&amp;#039;, and the Grandmaster Bonecrafter can make &amp;#039;&amp;#039;Sash of the Dead&amp;#039;&amp;#039;. Some craftable mini-artifacts are required as ingredients for [[Mythic_Item_Crafting|Mythic Item Crafting]], such as the &amp;#039;&amp;#039;Enigmatic Bauble&amp;#039;&amp;#039; made by GM Tinkers. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Crafting Skill&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Philosopher&amp;#039;s Stone || Alchemy || Gold rune, +8 vigour, +health&lt;br /&gt;
|-&lt;br /&gt;
| Rod of Power || Enchanting || Gold rod, +3 Def, +health&lt;br /&gt;
|-&lt;br /&gt;
| Infernal Handwraps || Tailoring || Plain gloves, +5 AS, +2 MR, +VF&lt;br /&gt;
|-&lt;br /&gt;
| Enigmatic Bauble || Tinkering || Copper orb, +4 NV, +health&lt;br /&gt;
|-&lt;br /&gt;
| Snakefang Grips || Armourer || Venomous chain gloves, +10 Str, +10 Dex, +3 Def&lt;br /&gt;
|-&lt;br /&gt;
| Rubied Skull || Bonecrafting || Bone skull, +5 vigour, +1 MR&lt;br /&gt;
|-&lt;br /&gt;
| Sash of the Dead || Bonecrafting || Bone belt, +10 Int, +8 vigour, +2 MR&lt;br /&gt;
|-&lt;br /&gt;
| Skull of Gold and Glue || Bonecrafting || Gold skull, +3 MR, +health&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Silver, Glass and Crystal coin shop mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These mini-artifacts are designed for new characters with low level requirements. Silver mini-artifacts have 0 level requirement. Glass mini-artifacts have a level requirement of 25. Glass mini-artifacts can then by upgraded by spending crystal coins, which also increases their level requirement to 50 and then to level 75. Glass and crystal coins can be gotten from completing quests from guards or from the daily [[Scavenger_Hunt|Scavenger Hunt]] games.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!| Wizard set&lt;br /&gt;
!| Tier 1&lt;br /&gt;
!| Tier 2&lt;br /&gt;
!| Tier 3&lt;br /&gt;
|-&lt;br /&gt;
!| Name&lt;br /&gt;
| Apprentice Robes&lt;br /&gt;
| Adept Robes&lt;br /&gt;
| Savant Robes&lt;br /&gt;
|-&lt;br /&gt;
!| Level Required&lt;br /&gt;
| Level 25&lt;br /&gt;
| Level 50&lt;br /&gt;
| Level 75&lt;br /&gt;
|-&lt;br /&gt;
!| Attributes&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +3 Def&lt;br /&gt;
* +2 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +3 MR&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* +4 Def&lt;br /&gt;
* +5 MR&lt;br /&gt;
|-&lt;br /&gt;
!| Cost to purchase/upgrade&lt;br /&gt;
| &lt;br /&gt;
*3 glass coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
| &lt;br /&gt;
*3 crystal coins&lt;br /&gt;
*1 hellspawn ear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Regular artifacts===&lt;br /&gt;
These are truly rare items that cannot be crafted or bought from special coin shop, instead they are only found rarely as loot from treasure chests or boss drops. Blessed, crystal, blood or radioactive treasure maps also have a very high to guaranteed rate of acquiring artifacts. &lt;br /&gt;
&lt;br /&gt;
Deconstructing a regular artifact produces &amp;#039;&amp;#039;mythical material&amp;#039;&amp;#039; used in [[Enchanting]] and [[Mythic_Item_Crafting|Mythic Item Crafting]].&lt;br /&gt;
&lt;br /&gt;
Some regular artifact armour items come in sets, which give additional buffs when the complete set is equipped. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Estorrath&amp;#039;s&amp;#039;&amp;#039; wizard set: +10% int&lt;br /&gt;
*&amp;#039;&amp;#039;Ironfist&amp;#039;&amp;#039; gi set: +10% AS&lt;br /&gt;
*&amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; light armour set: +100 dodge&lt;br /&gt;
*&amp;#039;&amp;#039;Frenzy&amp;#039;&amp;#039; chain armour set: +10% damage&lt;br /&gt;
*&amp;#039;&amp;#039;Shardcrystal&amp;#039;&amp;#039; heavy armour set: +10% damage reduction&lt;br /&gt;
&lt;br /&gt;
Regular artifacts are not unique, for (almost) each equipment and weapon type there is an artifact associated with it that can drop with the same name and attributes. For example, &amp;#039;&amp;#039;Magebane&amp;#039;&amp;#039; is always a +7 AS scimitar with +IJO, &amp;#039;&amp;#039;Grim Reaper&amp;#039;&amp;#039; is always a scythe with +7 AS and +IJO, &amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; artifacts are always light armour with the same attributes, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Random generated artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Random generated artifacts are based of regular artifacts as a template, but with a unique randomly generated name and an additional random attribute. For example, a &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; is a large shield artifact with +4 def and +5 MR. A random generated artifact based of &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; would be a large shield with +4 def, +5 MR and a third + like +15 str, or +2 def (making it +6 def, +5 MR), or +health, or even rarer attribute like +sun protection. &lt;br /&gt;
&lt;br /&gt;
Random generated artifacts can be deconstructed to produce mythic material just like regular artifacts, but have a lighter blue glow compared to regular artifacts. They are about 3x rarer than regular artifacts.&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5622</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Artifacts&amp;diff=5622"/>
		<updated>2025-01-26T13:07:38Z</updated>

		<summary type="html">&lt;p&gt;LaughingCoyote: /* Regular artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Artifacts are items with a distinct name instead of just a description. Unlike normal items with only one enchantment (eg + 5 AS, +3 NV, +15 vigour etc), artifacts are weapons, armor and jewellery that have two or three enchantments. They can also have attributes that are not available otherwise, like +blindness or +asphyxiation. This makes them highly sought after. Artifacts can be divided into two categories:&lt;br /&gt;
*&amp;quot;mini-artifacts&amp;quot; that can be bought from npc merchants or crafted by GM crafters, &lt;br /&gt;
*&amp;quot;true&amp;quot; or regular artifacts that are only very rarely found from treasure chests and boss drops and cannot be crafted. &lt;br /&gt;
&lt;br /&gt;
Both types of artifacts show up in yellow font or text in your inventory, but only &amp;quot;true artifacts&amp;quot; have a blue glowing outline that is visible when placed on the ground or when equipped as a weapon. &lt;br /&gt;
&lt;br /&gt;
===Mini-artifacts===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Craftable mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These can be made by the GM crafter of various skills such as [[Armourer]], [[Tailoring]], and [[Bonecrafting]]. For example, the Grandmaster Armourer can make &amp;#039;&amp;#039;Snakefang Grips&amp;#039;&amp;#039;, the Grandmaster Tailor can make &amp;#039;&amp;#039;Infernal Handwraps&amp;#039;&amp;#039;, and the Grandmaster Bonecrafter can make &amp;#039;&amp;#039;Sash of the Dead&amp;#039;&amp;#039;. Some craftable mini-artifacts are required as ingredients for [[Mythic_Item_Crafting|Mythic Item Crafting]], such as the &amp;#039;&amp;#039;Enigmatic Bauble&amp;#039;&amp;#039; made by GM Tinkers. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Crafting Skill&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Philosopher&amp;#039;s Stone || Alchemy || Gold rune, +8 vigour, +health&lt;br /&gt;
|-&lt;br /&gt;
| Rod of Power || Enchanting || Gold rod, +3 Def, +health&lt;br /&gt;
|-&lt;br /&gt;
| Infernal Handwraps || Tailoring || Plain gloves, +5 AS, +2 MR, +VF&lt;br /&gt;
|-&lt;br /&gt;
| Enigmatic Bauble || Tinkering || Copper orb, +4 NV, +health&lt;br /&gt;
|-&lt;br /&gt;
| Snakefang Grips || Armourer || Venomous chain gloves, +10 Str, +10 Dex, +3 Def&lt;br /&gt;
|-&lt;br /&gt;
| Rubied Skull || Bonecrafting || Bone skull, +5 vigour, +1 MR&lt;br /&gt;
|-&lt;br /&gt;
| Sash of the Dead || Bonecrafting || Bone belt, +10 Int, +8 vigour, +2 MR&lt;br /&gt;
|-&lt;br /&gt;
| Skull of Gold and Glue || Bonecrafting || Gold skull, +3 MR, +health&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Silver, Glass and Crystal coin shop mini-artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These mini-artifacts are designed for new characters with low level requirements. Silver mini-artifacts have 0 level requirement. Glass mini-artifacts have a level requirement of 25. Glass mini-artifacts can then by upgraded by spending crystal coins, which also increases their level requirement to 50 and then to level 75. Glass and crystal coins can be gotten from completing quests from guards or from the daily [[Scavenger_Hunt|Scavenger Hunt]] games.&lt;br /&gt;
&lt;br /&gt;
===Regular artifacts===&lt;br /&gt;
These are truly rare items that cannot be crafted or bought from special coin shop, instead they are only found rarely as loot from treasure chests or boss drops. Blessed, crystal, blood or radioactive treasure maps also have a very high to guaranteed rate of acquiring artifacts. &lt;br /&gt;
&lt;br /&gt;
Deconstructing a regular artifact produces &amp;#039;&amp;#039;mythical material&amp;#039;&amp;#039; used in [[Enchanting]] and [[Mythic_Item_Crafting|Mythic Item Crafting]].&lt;br /&gt;
&lt;br /&gt;
Some regular artifact armour items come in sets, which give additional buffs when the complete set is equipped. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Estorrath&amp;#039;s&amp;#039;&amp;#039; wizard set: +10% int&lt;br /&gt;
*&amp;#039;&amp;#039;Ironfist&amp;#039;&amp;#039; gi set: +10% AS&lt;br /&gt;
*&amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; light armour set: +100 dodge&lt;br /&gt;
*&amp;#039;&amp;#039;Frenzy&amp;#039;&amp;#039; chain armour set: +10% damage&lt;br /&gt;
*&amp;#039;&amp;#039;Shardcrystal&amp;#039;&amp;#039; heavy armour set: +10% damage reduction&lt;br /&gt;
&lt;br /&gt;
Regular artifacts are not unique, for (almost) each equipment and weapon type there is an artifact associated with it that can drop with the same name and attributes. For example, &amp;#039;&amp;#039;Magebane&amp;#039;&amp;#039; is always a +7 AS scimitar with +IJO, &amp;#039;&amp;#039;Grim Reaper&amp;#039;&amp;#039; is always a scythe with +7 AS and +IJO, &amp;#039;&amp;#039;Nightstalker&amp;#039;&amp;#039; artifacts are always light armour with the same attributes, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Random generated artifacts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Random generated artifacts are based of regular artifacts as a template, but with a unique randomly generated name and an additional random attribute. For example, a &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; is a large shield artifact with +4 def and +5 MR. A random generated artifact based of &amp;#039;&amp;#039;Superior Shield&amp;#039;&amp;#039; would be a large shield with +4 def, +5 MR and a third + like +15 str, or +2 def (making it +6 def, +5 MR), or +health, or even rarer attribute like +sun protection. &lt;br /&gt;
&lt;br /&gt;
Random generated artifacts can be deconstructed to produce mythic material just like regular artifacts, but have a lighter blue glow compared to regular artifacts. They are about 3x rarer than regular artifacts.&lt;/div&gt;</summary>
		<author><name>LaughingCoyote</name></author>
	</entry>
</feed>