June 7th, 2010

Enchants

Enchants have two different effects, one for weapons and one for armour. Some enchants have only one listed effect and it applies to both weapons and armour. Most weapons and pieces of armour can have only one enchant. Enchants may be replaced by new enchants but every time an enchanted item is enchanted again (by the player), there is a small chance that the item will break.

Resistance enchants placed on armour increase resistance against regular hits. Resistance enchants placed on helmets increase resistance critical hits. Resistance enchants placed on shields, amulets, and rings, increase resistance against regular and critical hits.

Weapon enchants with a chance component have a 1/3 chance (D6 roll of 5 or 6) of the effect taking place.

Mark of Agility


Mark of Charisma


Mark of Stamina


Mark of Strength


Seal of Blinding


Seal of Charming


Seal of Confusion


Seal of Deafening


Seal of Draining


Seal of Knocking


Seal of Leeching


Seal of Morphing


Seal of Paralysis


Seal of Silencing


Seal of Sleeping


Seal of Slowing


Sigil of Curse


Sigil of Disease


Sigil of Poison


Sign of Fire


Sign of Frost


Sign of Shock


Symbol of Death


Symbol of Fear


Symbol of Life


Symbol of Light


Symbol of Luck


Symbol of Might


Symbol of Power


Symbol of Vigor



Runes

Runes become available after you wish for more power. Runes are very rare single use random drops that allow you to add third enchant to a blessed item with two existing enchants. Once the third enchant is added, any further enchants applied at the Wizard's Guild are random (there is no multiple choice option available).

Runes have matching names to the enchants above and they add the respective enchant on an item, e.g. Rune of Power adds Symbol of Power on an item.




Charms

Charms are items that affect you in some way while they are in your inventory. Charms cannot be blessed or cursed and in most cases they must be identified before they have any effect. Multiple copies of the same charm provide no additional benefits (they don't stack).

Glove of Liberalism

    Increases physical damage by 50% against daemons.

Wristband of Liberalism

    Daemons must pass a mental check in order to attack you.
    Set Bonus (2/2): Daemons that fail the mental check become your friend permanently.

Lucky Number Seven

    Physical damage you deal to enemies also bleeds gold coins.

Shoe of the Foot Knight

    Grants immunity against stun effects.

Book of Fading Memories

    Every turn spent resting with this book makes you forget a random knowledge.

Fragment of Volcanus

    Doubles the effect of fire damage enchants on weapons.

Fragment of Aquarius

    Doubles the effect of frost damage enchants on weapons.

Fragment of Aetherus

    Doubles the effect of shock damage enchants on weapons.

Fragment of Terranus

    Increases minimum and maximum block modifier by 1.

Eye of the Beholder

    You appear to be twice as far than you actually are (at least when calculating range modifiers).

Crystal Tear of a Maiden

    Increases max cast modifier of Celestial spells by 1.

Misplaced Dragon Egg

    Increases max cast modifier of Draconic spells by 1.

Pulsating Daemon's Heart

    Increases max cast modifier of Infernal spells by 1.

High Capacity Quiver

    Doubles the maximum stack size of bolts and arrows.

Manuscript of Knowledge

    All items are automatically identified when they are picked up.

Third Leg of the Imp

    Drag-and-drop a blessed ring over this appendage to permanently bind the ring's power on it.

    (Sorry about the pixelation, although there will be a challenge that removes it.)