June 7th, 2010


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 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 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.)