The (OBJ)ect File

Section 1.01            Weapon Enchantments

#define ENCHANT_W_ACID             

1

+2d4 acid damage per hit

#define ENCHANT_W_FLAMING

2

+2d4 fire damage per hit

#define ENCHANT_W_ICY

3

+2d4 cold damage per hit

#define ENCHANT_W_SHOCK

4

+2d4 electricity damage per hit

#define ENCHANT_W_SONIC

5

+2d4 sonic damage per hit

#define ENCHANT_W_ACID_BURST

7

(+5d10 * crit mod of weapon) acid damage on critical hit

#define ENCHANT_W_FLAMING_BURST

8

(+5d10 * crit mod of weapon) fire damage on critical hit

#define ENCHANT_W_ICY_BURST

9

(+5d10 * crit mod of weapon) cold damage on critical hit

#define ENCHANT_W_SHOCKING_BURST

10

(+5d10 * crit mod of weapon) electricity damage on critical hit

#define ENCHANT_W_SONIC_BURST

11

(+5d10 * crit mod of weapon) sonic damage on critical hit

#define ENCHANT_W_HOLY

12

+2d4 holy damage per hit vs. evil align

#define ENCHANT_W_UNHOLY

13

+2d4 unholy damage per hit vs. good align

#define ENCHANT_W_AXIOMATIC

14

+2d4 lawful damage per hit vs. chaotic align

#define ENCHANT_W_ANARCHIC

15

+2d4 chaotic damage per hit vs. lawful align

#define ENCHANT_W_BANE

16

+4d5 vs. one specified race

#define ENCHANT_W_KEEN

17

Double the critical hit range of the weapon

#define ENCHANT_W_GHOSTTOUCH

18

Halves the negative modifier to damage on wraithform NPCs

#define ENCHANT_W_VAMPIRIC

19

+3d4 and chance to heal back part of that on hit. Save vs. CON negates damage and heal

#define ENCHANT_W_HOLY_BURST

20

(+5d10 * crit mod of weapon) holy damage per hit vs. evil align on critical hit

#define ENCHANT_W_UNHOLY_BURST

21

(+5d10 * crit mod of weapon) unholy damage per hit vs. good align on critical hit

#define ENCHANT_W_AXIOMATIC_BURST

22

(+5d10 * crit mod of weapon) lawful damage per hit vs. chaotic align on critical hit

#define ENCHANT_W_ANARCHIC_BURST

23

(+5d10 * crit mod of weapon) chaotic damage per hit vs. lawful align on critical hit

24Thunderingstun
25Radiantblind
26Forcebash
  • Weapon enchantments can be placed on any weapon from the area file with a line. No coding is required.
  • You can mix and match any enchantments.
  • You can't stack the same enchantment twice on a weapon.
  • There is no limit to the number of enhancements on a weapon - yet.
  • Dugmaren will have to approve any new weapons with enchantments before they go into the game.
  • NOTE: ENCHANT_W_BANE weapons will require Value[7] to identify which race it gives bonuses against. Use the numerical value for the race you want found in the RACE chart for the .MOB file.

Weapon enchantments are magical properties that can be added to any weapon without the use of special procedures. There are currently 22 possible enchantments in the game, ranging from elemental damage to vampiric to keen (improved critical range) types. Some of these enchantments are invisble and work behind the scenes, while others can directly modify your damage messages. For instance, a flaming longsword will now show "Your powerful flaming slash barely wounds a tough old pirate". The modifiers to damage messages are limited to two words at most though, with various types taking precedence to keep the spam in check.

These enchantments are currently only available to areamakers to add to new or existing weapons, but there are lots of future possiblities for customization with this system.