Magical Equipment

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Guide to names on items


Worst Best
Fire flaming infernal burning molten incinerating
Electric electric dazzling thundering striking blinding
Cold icy frozen shivering frosty frigid
Weapon/armor prefix durable substantial massive fortified indestructible
Weapon suffix ruin might force power vanquishing
Armor suffix Defense Guarding Hardening Fortification Invulnerability
Maps tattered frazzled frayed worn ragged
Magical instruments Sonority Accord Melody Harmony Consonance

Magical clothes give bonus % to the skill when worn. However you cannot gain skills while wearing clothing that boosts the said skill, unless your character is heighten in that skill, but even then you get reduced chance for gaining skill while wearing a skill boosting cloth that boosts the skill.


+2% +4% +6% +8% +10%
Prefix durable substantial massive fortified indestructible
  • Note: Extra suffixes like Harming is charge based bonus

These are: Harming, Flametongue, Paralyzation, Dispelling, Cursing, Weakening, Feeblemindedness, Clumsiness,

It casts I believe harming spell, so it takes your magery and eval into consideration when calculating damage. Flametongue is same, it casts fireball Cursing, paralyzation are the same.

  • So if mage uses mage staff of paralyzation, it gets full effect of his skills. While fighter only gets the absolute minimum paralyze timers with weapon that has paralyzation charges.

These can also be resisted completely with resisting spells.

Wands also work of the users magery like other charge based items and Wands get bonus from magery/eval.