MRPG Enchanted Effects

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This page contains a list of effects that can be placed on items which equip to the Hand slot(rings do not count).

Magical Weapon Damage

Weapons can have enchanted damage-effects to deal magical damage. Like Focus they have tiers, up to Tier III. The successive tiers increase the damage dealt by 1 dice(a Tier I Fire item deals 1d6, Tier II deals 2d6, etc).

There are not damage-effects for each magic-type. The damaging magic effects found on weapons are:

  • Earth
  • Fire
  • Wind
  • Water
  • Landslide
  • Magma
  • Plasma
  • Ice
  • Dark
  • Light
  • Mind
  • Holy

Astute observers might note that Life, Change, and Death do not have weapon-effects. The existing spate of effects cover all the necessary damage types adequately.

Damage Added

The follow effects deal 1d6 per-Tier:

  • Earth
  • Fire
  • Wind
  • Water
  • Mind

These effects deal 1d8:

  • Dark
  • Light
  • Holy

The dual-elemental effects deal 1d6 per type per tier:

  • Landslide
  • Magma
  • Plasma
  • Ice

So Ice II deals 2d6 wind and 2d6 water, the damage is calculated seperately and resistences applied accordingly. The key-point is this counts as a single "effect" in terms of enchanting, so a weapon that has two effect-slots could could have Magma and Ice and deal all 4 elemental types.

Focus

Focus effects are effects that provide a focus to a specific proficiency(EG bonus to proficiency). Focus effects do not appear on weapons, though they can be placed on Rods and spellbooks.

There is an individual focus for each type of magic, as well as path, charge, and genesis(focus for all types). Path and Charge focus effects very rare, and genesis almost unheard of(it may not even exist in the first launch of the game). All focus effects stack, so a Positive effect and a Life effect item will work together to aid in casting life-based magic.

Focus items effect Success Value in casting. Focus Effects are sorted into tiers, with Tier I providing a 5%. Tier II is 10%, and so on up to Tier XX(20).

Stat Boosts

Stat boosts can only be added through runeing as a Rune Effect

Dire

Dire is an effect which bypasses [[MRPG Damage Types#Damage Reduction|damage reduction.

There are eight different bypass effects:

  • Positive
  • Negative
  • Fire
  • Wind
  • Water
  • Lesser Path
  • Greater Path
  • Genesis


Each level of Dire Fire bypasses 5% of a targets Fire Resistance. There is a Dire I-III for each damage reduction type.

  • Dire Fire I
    • Dire Fire II
      • Dire Fire III


See Also: