Item Enchantments

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This is an overview of the different magical enchantments that may be on armour, weapons, or jewellery.

+ 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.