Difference between revisions of "Item Enchantments"
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==Spell enchantments== | ==Spell enchantments== | ||
Weapons enchanted with sorcery spells will randomly fire the spelll with which they are enchanted. This does not consume mana, nor is it affected by the characters intelligence. | Weapons enchanted with sorcery spells will randomly fire the spelll with which they are enchanted. This does not consume mana, nor is it affected by the characters intelligence. | ||
+ | {| border="1" cellspacing="0" cellpadding="5" style="background:#f0f0f0" | ||
+ | | '''Enchantment''' || '''Function''' || '''Level Required''' | ||
+ | |- | ||
+ | | '''AM (An Mani)''' || Lesser Harm || 36 | ||
+ | |- | ||
+ | | '''VAM (Vas An Mani)''' || Greater Harm || 44 | ||
+ | |- | ||
+ | | '''XJ (Xen Jux)''' || Hex (Curse - Rat) || 48 | ||
+ | |- | ||
+ | | '''AEP (An Ex Por)''' || Paralyze (Hold) || 52 | ||
+ | |- | ||
+ | | '''OG (Ort Grav)''' || Lightning Bolt || 52 | ||
+ | |- | ||
+ | | '''IVPY (In Vas Por Yelm)''' || Earthquake || 56 | ||
+ | |- | ||
+ | | '''XMP (Xen Mani Por)''' || Vampyric Stike || 56 | ||
+ | |- | ||
+ | | '''KXQ (Kal Xen Quas)''' || Clone || 60 | ||
+ | |- | ||
+ | | '''VOG (Vas Ort Grav)''' || Chain Lightning || 60 | ||
+ | |} | ||
== + Armours / + Defence == | == + Armours / + Defence == |
Revision as of 04:46, 13 June 2006
This is an overview of the different magical enchantments that may be on armour, weapons, or jewellery.
Contents
+ Weapons
Also known as weapons of slaying, these weapons have a bonus to damage, and the chance to actually penetrate enemy armour.
Weapon Bonus | Level Required |
+1 | 5 |
+2 | 11 |
+3 | 17 |
+4 | 24 |
+5 | 33 |
+6 | 41 |
+7 | 50 |
+8 | 59 |
+9 | 69 |
Leeching Weapons
Weapons of leeching function as +3 magical weapons providing +3 to AS/Dmg. These arms will also give the character mana for each blow they land on an enemy.
Weapon | Level Required |
Leeching | 20 |
Spell enchantments
Weapons enchanted with sorcery spells will randomly fire the spelll with which they are enchanted. This does not consume mana, nor is it affected by the characters intelligence.
Enchantment | Function | Level Required |
AM (An Mani) | Lesser Harm | 36 |
VAM (Vas An Mani) | Greater Harm | 44 |
XJ (Xen Jux) | Hex (Curse - Rat) | 48 |
AEP (An Ex Por) | Paralyze (Hold) | 52 |
OG (Ort Grav) | Lightning Bolt | 52 |
IVPY (In Vas Por Yelm) | Earthquake | 56 |
XMP (Xen Mani Por) | Vampyric Stike | 56 |
KXQ (Kal Xen Quas) | Clone | 60 |
VOG (Vas Ort Grav) | Chain Lightning | 60 |
+ Armours / + Defence
Armour and items of defence, will make the character more resistant to enemy attacks.
Intelligence, dexterity and strength enhancing enchantments
These enchantments usually give a bonus to one of the three statistics, making the character more intelligent, strong, or dexterous. There are rumours of artifacts which affect all three, or even give penalties!
Vigour
Items enchanted with vigour will help the character regenerate mana.
Nightvision
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!
Magic resistance
This enchantment gives the character a bonus to resist magics such as paralyzation and transmogrification.