Enchantments

Magical gear can be found in the land that does magical damage (if attacking) or protects from these types of attacks (known as Essence effects, for Clerical effects, and Elemental effects, for Mage affects) and normal clerical prayers or mage spell attacks as well.

When attacking, magical weapons do not need to hit to do their damage; they gain a +6 bonus to do such damage. However, the amount of damage is the same regardless of how well you hit your target. Magical weapons can be at various levels; each level of magic deals more damage.

When defending while wearing magical gear or carrying a magical shield, the item's magic level protects against that many levels of magic (of the same type) in the attacking weapon. Magical gear also reduces the damage inflicted by spell or prayer attacks of the same type, and does the same for elemental attacks (e.g., attacks similar to spells and prayers except they are transmitted by dragon breath or similar means) that are not affected by defensive spells and prayers. Because more than one magical item of a given type would interfere with others of the same type, only one magical item with a given enchantment, spell, or prayer may be worn at a given time.

Magical weapons and other gear may be enchanted, in which case the enchantment just increases the level of the magic that is in the item. The different types of magical gear are as follows:

Magic Type Inflicts or protects against
Flaming Elemental Fire
Glowing Elemental Light
Harmful Healer Essence effects
Ice Cold Elemental Ice
Impressive Witch essence effects
Mind Boggling Elemental Delusion
Natural Druid essence effects
Pulsing Elemental Energy
Rock Solid Elemental Earth
Shimmering Elemental Illusion
Soul Chilling Inflicts or protects against Priest essence effects
Transparent Elemental Air



Enchanted Gear

Besides the magical items listed above, weapons and armor can also have more powerful enchantments. Enchantment levels range from the common +0, to the all but unheard of +3. Lower enchantments are more basic, and have a lesser effect, but they can be improved with item runes to create higher enchantments as noted on the table below.



Killing/Slaying

Level Type
+0 Evil Human Killing Undead Killing Demi-Human Killing Animal Killing
+1 Evil Human Slaying Undead Slaying Demi-Human Slaying Animal Slaying
+2 Intelligence Slaying Instinct Slaying
+3 Domestic Slaying
  • Killing: Weapons with this enchantment inflict significantly greater damage (50% of the target's Stamina) when they hit, but only against a specific type of critter, whether it be demi-humans, animals, undead, evil humans, or any of the various elemental types of critters. Protection from Killing armor or other gear protects against these types of weapons in the hands of critters of the given type, and also decreases damage taken from that type of critter by 50%. Note that, in the hands of critters, all Killing weapons and other gear are considered to be Player Character Killing.
  • Slaying: Weapons with this enchantment function the same as Killing weapons, but instead inflict 100% of the target's Stamina as damage (in other words, they slay the target in one shot). Protection from Slaying gear defends completely against Slaying weapons in the hands of critters of the given type, and also decreases damage taken from that type of critter by 75%. Similar to Killing weapons and other gear, Slaying weapons and other gear in the hands of critters are always considered to be Player Character Slaying. Protection from Killing defensive gear reduces the effect of Slaying weapons to that of Killing weapons (i.e., it deals only 50% of the target's Stamina, instead of 100%). The higher levels of Slaying weapons and defensive gear apply to more than one type of critter:



Status Affecting Enchantments

Level Type
+ 0 Bleeding Wounding Headhunting Knockdowns Poison Disease Blindness Petrification
+ 1 Body Injury Head Injury Illness Strickness
+ 2 Injury Sickness
+ 3 Malady
  • Bleeding: Weapons with this enchantment inflict bleeding whenever they hit. How much depends on how well the weapon hits. Protection from Bleeding gear protects against this type of weapon and also eliminates all normal bleeding.
  • Wounding: Weapons with this enchantment inflict wounds whenever they hit. The degree of the wound depends on how well the weapon hits. Protection from Wounding gear protects against this type of weapon and also prevents all normal wounds.
  • Headhunting: Weapons with this enchantment inflict head wounds (Dazed, Stunned, etc.) whenever they hit. The degree depends on how well the weapon hits. Protection from Headhunting gear protects against this type of weapon and also prevents all normal head wounds.
  • Knockdowns: Weapons with this enchantment knock the target down whenever they hit. Protection from Knockdowns gear protects against this type of weapon and also prevents the wearer from being knocked down.
  • Poison: Weapons with this enchantment poison the target when they hit, which causes a continuous reduction in Stamina potentially to the point where the target dies. The severity of the poison effect depends on the severity of the hit. Protection from Poison gear protects against this type of weapon and also eliminates poison effects incurred normally.
  • Disease: Weapons with this enchantment causes the target to become diseased, potentially to the point where they can't defend themselves. The severity of the disease effect depends on the severity of the hit. Protection from Disease protects against this type of weapon as well as disease effects occurring normally.
  • Blindness: Blinds the target. Blinded creatures and PCs cannot attack and have a penalty to defense. Protection from Blindness protects against this type of weapon as well as blindness effects occurring normally.
  • Petrification
  • Body Injury: Combines the effects of Bleeding and Wounding.
  • Head Injury: Combines the effects of Headhunting and Knockdowns.
  • Illness: Combines the effects of Poison and Disease.
  • Strickness: Combines the effects of Blindness and Petrification.
  • Injury: Combines the effects of Body Injury and Head Injury.
  • Sickness: Combines the effects of Illness and Strickness.
  • Malady: Combines the effects of Injury and Sickness.



Damage

Level Type
+ 0 Damage
+ 1 Destruction
+ 2 Annihilation
+ 3 Death
  • Damage: Inflicts 1.4 times the damage that a normal weapon inflicts. Protection from Damage gear reduces damage from all weapons (including monsters) by about 30% - this is in addition to any reduction from Protection from Killing or Slaying gear.
  • Destruction: As Damage, except the damage inflicted is twice the normal, and the damage reduction is 50%.
  • Annihilation: As Damage, except the damage inflicted is around 2.8 times normal and the damage reduction is about 65%.
  • Death: As Damage, except the damage inflicted at 4 times normal and the damage reduction is about 70%.
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