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Magic armor and Weapons

Posted: Mon Feb 18, 2008 2:34 pm
by Derrick
* A magic weapon may contain a Durability prefix, a Tactics or an Archery prefix, a Damage suffix, a charged ability, the Silver ability and the Poisoned ability.
* 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 Silver weapon will deal double damage to undead. Silver is stackable with the normal bonuses.
* 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

Re: Magic armor and Weapons

Posted: Tue May 26, 2009 3:34 am
by Bakishwaka
what are the levels of magic armor

the strongest i remember is invul .. before that i dont know

also, whats the dmg bonus of having a GM crafted wep as compared to a power/force/vanq wep?

Re: Magic armor and Weapons

Posted: Tue May 26, 2009 5:41 am
by Safir
I think the levels of magic armor goes as follows:
  • Defence
  • Guarding
  • Hardening
  • Fortification
  • Invulnerability
I can't help you with how much they give though, and dun know about GM weps either. ;)