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.