* Charged abilities have a limited amount of charges, and function as the spell of the same-name.
* Weapons will cast their effect upon a successful strike, draining a charge with each hit. They may contain one of the following effects –
- o Clumsiness
o Feeblemindedness
o Weakness
o Burning – Magic Arrow
o Wounding – Harm
o Daemon’s Breath – Fireball
o Thunder – Lightning
o Mages Bane – Mana Drain
o Ghoul’s Touch – Paralyze
o Evil – Curse
* A Poisoned weapon has been poisoned with the Poisoning skill.
* The table below describes the prefix and suffix bonuses. In the case of bows and crossbows, the Accuracy prefix gives a bonus to Archery instead of Tactics.
Tactics or Archery
Accurate +5
Surpassingly Accurate +10
Eminently Accurate +15
Exceedingly Accurate +20
Supremely Accurate +25
Durability Bonus
Durable +10
Substantial +20
Massive +30
Fortified +40
Indestructible +50
Damage Bonus
Ruin +1
Might +3
Force +5
Power +7
Vanquishing +9