Difference between revisions of "Magical Equipment"

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(Created page with "Guide to names on items NOTE: 1 is the worst, and 5 is the best in each. Fire is: 1) flaming 2) infernal 3) burning 4) molten 5) incinerating Electric is: 1) electr...")
 
 
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Guide to names on items
 
Guide to names on items
  
NOTE: 1 is the worst, and 5 is the best in each.
 
  
Fire is:
+
{| class="wikitable"
1) flaming
+
|-
2) infernal
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! !! Worst!! !! !! !! Best
3) burning
+
|-
4) molten  
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| Fire || flaming || infernal || burning || molten || incinerating  
5) incinerating  
+
|-
 +
| Electric || electric || dazzling || thundering || striking || blinding
 +
|-
 +
| Cold || icy || frozen || shivering || frosty || frigid
 +
|-
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| 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
 +
|-
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| Magical instruments || Sonority || Accord|| Melody|| Harmony|| Consonance
 +
|}
  
Electric is:
 
1) electric
 
2) dazzling
 
3) thundering
 
4) striking
 
5) blinding
 
  
Cold is:  
+
*Note: Extra suffixes like Harming is charge based bonus
1) icy
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2) frozen
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3) shivering
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4) frosty
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5) frigid
+
  
Weapon prefix are:  
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These are: Harming, Flametongue, Paralyzation, Dispelling, Cursing, Weakening, Feeblemindedness, Clumsiness,
1) durable
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2) substantial
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3) massive
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4) fortified
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5) indestructable
+
  
Weapon and armor suffix are:
+
It casts I believe harming spell, so it takes your magery and eval into consideration when calculating damage.
1) of ruin
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Flametongue is same, it casts fireball
2) of might
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Cursing, paralyzation are the same.
3) of force
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*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.
4) of power
+
These can also be resisted completely with resisting spells.
5) of vanquishing
+
  
Armor suffix:
+
Wands also work of the users magery like other charge based items and Wands get bonus from magery/eval.
1) of Defense
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2) of Guarding
+
3) of Hardening
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4) of Fortification
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5) of Invulnerability
+
 
+
Maps:
+
1) tattered
+
2) frazzled
+
3) frayed
+
4) worn
+
5) ragged
+
 
+
Magical instruments:
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1    Sonority (worst)
+
2    Accord
+
3    Melody
+
4    Harmony
+
5    Consonance (best)
+

Latest revision as of 19:33, 25 September 2021

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


  • 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.