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Adventurers have the ability to enhance their
own weapons and armor in the variety of ways. Those who have
the abilities often offer their services to others: sometimes
for free, sometimes for a fee.
Minor Elemental Spell Circle
Adds a temporary +20 bonus to a weapon's offensive bonus.
In addition it provides the temporary ability for the weapon
to create elemental flares.
Wizard Base Spell Circle
Adds a permanent +5 to either a weapon or armor's offensive
or defensive bonus.
Merchant
Enhancements
Special GM-run merchants are able to offer the same services
that players do. In addition they have access to a number
of special services. Other enhancements are available within
the shops you may find in any major town. For information
on when a merchant may be visiting your town, check the event
calendar regularly.
Critical
Weighting (Weapons)
When a weapon hits a target there is a chance that
a critical damage may be inflicted. Criticals or "crits",
as they are commonly called, have the potential to cause
injuries, from minor bruises to immediate death.
Crit weighting modifies a weapon so that it is more
likely to do a more serious critical hit.
Damage
Weighting (Weapons)
Damage weighting is similar
to crit weighting. However,
instead of making it more likely to do a deal a more serious
critical, it increases the damage dealt on any hit.
Elemental Flares (Weapons)
The power of the elements is strong in Elanthia. By
natural and sometimes magical means, the power of the
elements is often imbued into specific metals or weapons.
The spontaneous and explosive release of this power
is called a "flare".
Elemental flares exist naturally in several weapon
materials (Drakar,
Gornar, Rhimar,
and Zorchar) but
some specially skilled merchants are also able to magically
add the power of elementals to many weapons.
Unfortunately, as elemental power is so strong, it
is very difficult to do. Some magical and specially-powered
weapons are far too complicated to be enhanced with
the power of elementals.
There are eight types of elementals:
heat
cold
electrical
vibration
acid
steam
plasma
vacuum
However, steam, plasma and vacuum flares are generally
pretty rare. As very few craftsmen have the ability
to use these elements, these flares are generally only
found in very ancient and special weapons.
Enchanting
(Weapons
and Armor)
Merchants, as well as players who can cast Enchant
Item, may enchant most weapons and armor.
Enchanting adds a 'plus', usually in increments of
+5 to the item. For weapons, this bonus is added to
their offensive bonus. For armors, this bonus is added
to their defensive bonus.
Lightening
(Weapons and
Armor)
Lightening reduces
an items encumbrance. Be warned that when weapons and
armor are lightened, they often become more fragile and
their ST/DU numbers are reduced.
Padding
(Armor)
Padding increases an armor's
ability to effectively reduce damage dealt to the wearer.
Permablessing
(Weapons)
A permablessed
weapon is blessed (as with Holy
Blade) permanently. These weapons are extremely rare.
Merchants never offer permabless as a service, however,
a couple of these are sold at special festivals or auctions
every year.
Sanctifying
(Weapons)
Sanctified weapons are permablessed
in the hands of a cleric. They can be purchased in shops
in towns.
Strengthening (Weapons and
Armor)
Strengthening
increases the strength (ST) bonus of a weapons and armor
so that they are less likely to break or degrade.
Drake
and Feras Weapons
Drake Weapons
An oddity among weapons in general, drake weapons are aptly
named so for their unusual ability to release elemental fire
randomly when striking an opponent. Drake weapons come in all
shapes and sizes, ranging from daggers to longswords to mattocks
and spears and everything in between. Most all are crafted of
plain steel, which makes them so unusual. Each must undergo
a process when the weapon is still but a lump of heated metal
in a forge.
This process, which takes a bit of effort to do, is quite
easy to explain. A mage is present when the weapon is crafted,
and will constantly infuse elemental energy into the slowly-forming
metal. This is much akin to the spell Elemental Blade, only
it is a permanent infusing of the element, minus the bonus
to the wielder's strikes. With careful precision, the weapon
will retain the elemental fire the mage channels into it forever
unless it is destroyed. Various intelligent creatures will
often carry these weapons, as they require no special materials
and a very basic knowledge of magic to forge them.
Feras Weapons
Named so after the mage who invented the process, Ulithian
Feras, feras weapons can be extremely devastating when freshly
made. They, like their drake counterparts, are mostly plain
steel weapons imbued with a specific element, though feras contains
the element of lightning, a very strong and unpredictable magical
force.
The process involves several sessions with a mage who is
knowledgeable in the ways of lightning, as a continuous channeling
would cause the weapon to break under the extreme energies.
Because of the intense power of this magical undertaking,
any weapon which is forged using the feras technique will
be quite deadly upon first coming out of smith's hands, as
its energy will be very high. It will release this energy
everytime a foe is hit, unlike drake weapons and other naturally
magical metals, though this power will drain over time as
it is used and not regenerate naturally.
The power inside a feras weapon is so deeply bound into its
form that when all of its energy is drained, the weapon shall
shatter, unable to exist without the magical force that kept
it whole. Because of this, weapons made under the feras technique
are not useful for long-term use, but are perfect for a surprise
attack on a foe or for an invading force of creatures, who
are known to carry these types of weapons on occasion.