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Guide: Magic Weapons and Armor

Posted: Thu Jan 15, 2009 10:18 pm
by BravoFoxtrot
A magic weapon may contain a Durability prefix, a Tactics or an Archery prefix, a Damage suffix, a charged ability and the Silver 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.

*Clumsiness
*Feeblemindedness
*Weakness
*Burning – Magic Arrow
*Wounding – Harm
*Daemon’s Breath – Fireball
*Thunder – Lightning
*Mages Bane – Mana Drain
*Ghoul’s Touch – Paralyze
*Evil – Curse

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.

____________Prefix_______________ Tactics________ Archery

___________Accurate_______________ +5____________ +4.6
______Surpassingly Accurate_________ +10____________ +9.3
______Eminently Accurate___________ +15____________ +14.0
____Exceedingly Accurate___________ +20____________ +18.7
_____Supremely Accurate___________ +25____________ +23.3

______Prefix______ Durability______ Bonus Suffix______ Damage Bonus
______Durable______ +10_____________ Ruin______________ +1
_____Substantial____ +20_____________ Might_____________ +3
______Massive______ +30_____________ Force_____________ +5
______Fortified_____ +40____________ Power_____________ +7
____Indestructible___ +50__________ Vanquishing__________ +9

Magic armour may contain a charged ability.
The numbers displayed below represent the AR bonus of the item, and does not match the average AR displayed in your status window.


______Prefix______ Durability Bonus_________ Suffix_______ AR Bonus
_____Durable__________ +5_______________Defense___________+5
____Substantial________ +10_____________Guarding___________+10
_____Massive__________ +15_____________Hardening__________+15
_____Fortified__________+20____________Fortification________ +20
___Indestructible_______ +25____________Invulnerability_______+25

Charged abilities have a limited amount of charges, and function as the spell of the same-name.
Armour, clothing and jewelry function automatically when worn. They may contain one of the following effects –

*Clumsiness
*Feeblemindedness
*Weakness
*Agility
*Cunning
*Strength
*Protection
*Curses
*Night Eyes
*Blessings
*Spell Reflection
*Invisibility
*Protection ((Armour only))
*Teleportation ((Rings only))

Rings of Teleportation have to be used ((ie. double-clicked)) to effect the Teleport, though they do not need to be equipped.
Wands and gnarled staves need to be equipped and used. They may contain one of the following effects –

*Identification
*Clumsiness
*Healing
*Feeblemindedness
*Weakness
*Magic Arrow
*Harming
*Fireball
*Great Healing
*Lightning
*Mana Draining

Re: Guide: Magic Weapons and Armor

Posted: Fri Jan 16, 2009 12:26 am
by Deadiam
I have a question, I understand that weapon strike cause charges to go off on weapons...so, do people typically equip the weapon just to use a charge and then re-equip a differant weapon. I just dont see how the weapons would be effective if you wasted all the charges in one fight. Pretty much I am just asking how people go about using them the easiest and most effective way.

Re: Guide: Magic Weapons and Armor

Posted: Fri Jan 16, 2009 2:51 am
by ichi
Well for a weapon like dragon's breath, I'd imagine that you would want as many fireballs hitting your opponent as possible so why un-equip it?

Re: Guide: Magic Weapons and Armor

Posted: Fri Jan 16, 2009 4:40 am
by Deadiam
I would think these should be a bit more situational then equip and waste all the charges at once.

Re: Guide: Magic Weapons and Armor

Posted: Fri Jan 16, 2009 2:06 pm
by crabjuice
Their are also magic items of reaction.