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Guide on Weapon Enchants by Sodagayo

These enchants work like spells put on yer weapons. So when the weapon hits (if it misses, nae effect), the enchant will trigger the spell. Hold spells have an effect that always is time limited, and varies from one second tae over several hundred seconds with time stop. Damage enchants work like poison coating handed out by rogues: it adds extra damage everytime ye strike.

Hold Enchants

Ensnare, Web/Entanglement, Web Enchantment: These put vines and webs respectively on a monster. Can't attack nor move. Web is stronger version of entanglement.

Entrap/Hold Enchantment: This holds a monster with ropes. Works on some monsters better than Ensnare/Web. Also makes you need less accuracy tae nae miss. Hence recommended on Banrog Demons.

Confusion, Mindmaze, Brainbleed/Stun Enchantment: This stuns a monster; it won't attack or move.

Sleep/Sleep enchantment: This will make a monster fall asleep. Won't attack nor move.

Cause pacifism/Pacify Enchantment: Pacify is a "hold" spell, even though it works different. It pacifies the monster fer a limited period of time. During that time the monster cannae attack. It can, however, retreat still.

Damage Enchants

Elemental Enchants: Fire, Cold, and Electricity Enchant: These add a limited amount of damage charges tae a weapon. Every time ye hit (again, when ye miss, nae effect), there will be a damage spell cast on the monster. The amount of damage relies on the respective monster's resistance against the element (i.e., pass beasts will take full damage from a fire enchant), and on the level of the enchantment.

Soul leech/Energy Drain Enchantment: Works like elemental enchants, just literally sucks energy out of the monster's soul or life spirit. Last I checked this one works best as jack-of-all-monsters so tae speak, if ye are after an extra damage with every hit, battling different kinds of monsters. Also works best on some monsters.

Venom, pestilence, plague/Poison Enchantment: This is different from poison coated by rogues (works like elemental enchants above). Poison enchant will cause monsters tae suffer from #-type poison (effect based on level of enchant and resistance of monster). Works same like when a stun jelly poisons ye: If ye get type 20 poison, then ye get hurt 20 next pulse, 19 next after, then 18 etc., hence casting/hitting it twice on the same monster has little extra effect. Monster's pulses go faster than ours.

Other Enchants:

Slow, Time Stop/Slow Enchantment: This will double a monster's reaction time fer a limited amount of time. It still attacks and moves, so nae a hold spell but one that will slow the monster.

Bless Enchantment is NAE a hold enchantment. It adds magic level on yer weapon, needed tae hit certain beasts, that have certain magic resistances like the undead.

Please also note two things:

1) Different "hold" spells work better on different monsters. Some monsters are completely resistant tae some of these and vulnerable tae others. Experiment.

2) Forgrim offers these on lower levels. High-level mages offer enchantments at higher levels. (A level 7 enchantment will read on yer weapon: Level 7 effectiveness). Different levels determine how long the spell will last and how good the chance is it will work.

Also note: Charges always vary. Forgrim's enchants also vary in level. A Shaman like Zordac will cast Pacify Enchantments with varying amounts of charges (in average much higher than any enchantments of Forgrim), and always at the same level (level 8 or 9, I don't remember). Forgrim's levels range 3-5, last I checked.

Sorcerers learn Entanglement, Web, Fire, Cold, Electricity, Energy Drain, and Sleep enchantments, starting at GR 42 portal.

Shamans learn Pacify and Poison Enchantments, starting at GR 42.

Wizards learn Hold, Slow, Stun and Bless Enchantments, starting at GR 42.




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