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
- Increases agility by 1.
Mark of Charisma
- Increases charisma by 1.
Mark of Stamina
- Increases stamina by 1.
Mark of Strength
- Increases strength by 1.
Seal of Blinding
- Provides a chance of blinding the target for D6 turns on hit
when placed on a weapon, and grants immunity against blinding
effects when placed on a piece of armour.
Seal of Charming
- Provides a chance of charming the target for D6 turns on hit
when placed on a weapon, and grants immunity against charming
effects when placed on a piece of armour.
Seal of Confusion
- Provides a chance of confusing the target for D6 turns on hit
when placed on a weapon, and grants immunity against confusing
effects when placed on a piece of armour.
Seal of Deafening
- Provides a chance of deafening the target for D6 turns on hit
when placed on a weapon, and grants immunity against deafening
effects when placed on a piece of armour.
Seal of Draining
- Drains 1 point of energy on a damaging hit when placed on a
weapon, and grants immunity against energy draining effects
when placed on a piece of armour.
Seal of Knocking
- Knocks the target back on a damaging hit when placed on a
weapon, and grants immunity against knockback effects when
placed on a piece of armour.
Seal of Leeching
- Drains D2 points of health on a damaging hit when placed on
a weapon, and grants immunity against health drain effects when
placed on a piece of armour.
Seal of Morphing
- Provides a chance of polymorphing the target for D6 turns
on hit when placed on a weapon, and grants immunity against
polymorphing effects when placed on a piece of armour.
Seal of Paralysis
- Provides a chance of paralysing the target for D6 turns
on hit when placed on a weapon, and grants immunity against
paralysing effects when placed on a piece of armour.
Seal of Silencing
- Provides a chance of silencing the target for D6 turns
on hit when placed on a weapon, and grants immunity against
silencing effects when placed on a piece of armour.
Seal of Sleeping
- Provides a chance of causing the target to fall asleep for
D6 turns on hit when placed on a weapon, and grants immunity
against sleep effects when placed on a piece of armour.
Seal of Slowing
- Provides a chance of slowing the target for D6 turns on hit
when placed on a weapon, and grants immunity against slow
effects when placed on a piece of armour.
Sigil of Curse
- Provides a chance of bestowing Curse
of Agony for 2D6 x 10 turns on hit when placed on a weapon,
and grants immunity against curses when placed on a piece of
armour.
Sigil of Disease
- Causes D6 points of disease damage on hit when placed
on a weapon, and grants 1 point of disease resistance when
placed on a ring or amulet or 2 points when placed on a piece
of armour. The unresisted damage caused by this enchant has a
chance to contract Dungeon Fever
for (unresisted damage)D6 x 10 turns.
Sigil of Poison
- Causes D6 points of poison damage on hit when placed
on a weapon, and grants 1 point of poison resistance when
placed on a ring or amulet or 2 points when placed on a piece
of armour. The unresisted damage caused by this enchant has a
chance to contract Deadly poison for
(unresisted damage)D6 x 10 turns.
Sign of Fire
- Causes D6 points of fire damage on hit when placed on
a weapon, and grants 1 point of fire resistance when placed
on a ring or amulet or 2 points when placed on a piece of
armour. The unresisted damage caused by this enchant has a
chance to set the target on fire for D6 turns, causing D3
points of fire damage per turn.
Sign of Frost
- Causes D6 points of frost damage on hit when placed on
a weapon, and grants 1 point of frost resistance when
placed on a ring or amulet or 2 points when placed on a piece
of armour. The unresisted damage caused by this enchant has
a chance to chill the target for D6 turns.
Sign of Shock
- Causes D6 points of shock damage on hit when placed on
a weapon, and grants 1 point of shock resistance when
placed on a ring or amulet or 2 points when placed on a piece
of armour. The unresisted damage caused by this enchant has
a chance to shock the target to miss its turn.
Symbol of Death
- Provides a 1/6 chance of instantly killing the target on
hit when placed on a weapon, and grants immunity against
instant death effects when placed on a piece of armour.
Symbol of Fear
- Provides a chance of frightening the target for D6 turns
on hit when placed on a weapon, and grants immunity against
fear effects when placed on a piece of armour.
Symbol of Life
- Increases health by 1 point for every third level starting from
the 1st (4th, 7th, and so on).
Symbol of Light
- Increases light radius by 1.
Symbol of Luck
- Increases critical success chance by 1 to a maximum of 5 and
reduces critical failure chance by 1 to a minimum of 0.
Symbol of Might
- Causes D3 points of physical damage on hit when placed on a
weapon, and grants 1 point of physical resistance when placed
on a ring or amulet or 2 points when placed on a piece of
armour.
Symbol of Power
- Increases direct spell damage by D3 when placed on a weapon,
and increases direct spell healing by D3 when placed on a piece
of armour.
Symbol of Vigor
- Increases energy by 1.