Armor Enchantments |
Prefix |
Effect |
Durable |
+5 to item HP |
Substantial |
+10 to item HP |
Massive |
+15 to item HP |
Fortified |
+20 to item HP |
Indestructible |
+25 to item HP |
Suffix |
Effect |
Key: /+(Neck, Hands), +(Arms, Head, Legs/Feet), +(Body).
|
Defense |
+5 / +0.4, +0.7, +2.2 to AR |
Guarding |
+10 / +0.7, +1.4, +4.4 to AR |
Hardening |
+15 / +1.1, +2.1, +6.6 to AR |
Fortification |
+20 / +1.4, +2.8, +8.8 to AR |
Invulnerability |
+25 / +1.8, +3.5, +11.0 to AR |
Weapon Enchantments |
Prefix |
Effect |
Accurate |
+5.0 to Tactics or +4.6 to Archery* |
Accurate, Surpassingly |
+10.0 to Tactics or +9.3 to Archery* |
Accurate, Eminently |
+15.0 to Tactics or +14.0 to Archery* |
Accurate, Exceedingly |
+20.0 to Tactics or +18.7 to Archery* |
Accurate, Supremely |
+25.0 to Tactics or +23.3 to Archery* |
Durable |
+10 to item HP |
Substantial |
+20 to item HP |
Massive |
+30 to item HP |
Fortified |
+40 to item HP |
Indestructible |
+50 to item HP |
Suffix |
Effect |
Ruin |
+1 damage |
Might |
+3 damage |
Force |
+5 damage |
Power |
+7 damage |
Vanquishing |
+9 damage |
* The bonus is applied to the Archery Skill level (not to Tactics) if the enchanted weapon is a bow or crossbow.
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Enchantment to Spell Conversions |
Only spell-like enchantments who's effects are not immediately obvious by their name are listed. Spell-like enchantments may be present on a variety of items and consume energy from a limited # of charges. Most items just require a double-click in order to activate the effect (wands and staves must be held). Weapons, however, produce any offensive effect upon a successful strike against an opponent, while armor, clothing and jewelry are activated as a result of being worn (every time the article is put on 1 charge is expended)-- they are also limited by charges.
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Prefix |
Effect |
Silver |
Double Damage vs. Undead (no charges) |
Suffix |
Spell Effect |
Burning |
Magic Arrow |
Daemon's Breath |
Fireball |
Dragon's Breath |
Fireball |
Evil |
Curse |
Ghoul's Touch |
Paralyze |
Mage's Bane |
Mana Drain |
Spell Reflection |
Magic Reflection |
Thunder |
Lightning |
Wounding |
Harm |
Cursed Magic Items |
Some equipable magical items that seem to be enchanted with a spell that would normally increase your own stats or decrease an opponents' will confer a negative effect upon its wearer. For example, a weapon of Feeblemindedness may cause the effects of the Feeblemind spell to take place upon its owner while worn, instead of casting the spell at a targeted enemy. Another example would be a gorget of Strength that would, instead of raising its wearer's strength, lower their dexterity.
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