Item ID

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This skill will allow you identify items, not only what they are, but their magical properties as well. Note that it will only identify items for the user of the Item ID skill, not everyone. If anyone else looks at the item (single clicking it) after it has been identified, it will display whether it is magical, but not it's magical properties that the user of the item id skill has determined.

  • The AR # before the / indicates the armor's actual Armor Rating for the area that it protects, the # after the slash indicates its contribution to one's total (or combined average) AR (as displayed in the Character Status window). *The number before the slash is what actually counts towards AR, the latter number is merely an approximate in-game display. Decimals are rounded to the nearest whole number in-game. NOTE: AR displayed will vary according to the area of your body that the enchanted armor protects.

A piece of exceptional leather armor crafted with the tailoring skill or exceptional metal armor crafted with the blacksmithing skill gives slightly more than the "of defense" category below. Exceptional weapons made gives a bonus between might and force below.

Listed in order of power, by category. Items may have more than one prefix or suffix.

Armor Enchantments

Prefix         	Effect
Durable 	+5 to item HP
Substantial	+10 to item HP
Massive 	+15 to item HP
Fortified	+20 to item HP
Indestructible	+25 to item HP
Suffix       	Effect
Key: /+(Neck, Hands), +(Arms, Head, Legs/Feet), +(Body).
Defense 	+5 / +0.4, +0.7, +2.2 to AR
Guarding	+10 / +0.7, +1.4, +4.4 to AR
Hardening	+15 / +1.1, +2.1, +6.6 to AR
Fortification	+20 / +1.4, +2.8, +8.8 to AR
Invulnerability	+25 / +1.8, +3.5, +11.0 to AR

Weapon Enchantments

Prefix               	Effect
Accurate           	+5.0 to Tactics or +4.6 to Archery*
Accurate, Surpassingly	+10.0 to Tactics or +9.3 to Archery*
Accurate, Eminently	+15.0 to Tactics or +14.0 to Archery*
Accurate, Exceedingly	+20.0 to Tactics or +18.7 to Archery*
Accurate, Supremely	+25.0 to Tactics or +23.3 to Archery*
Durable                  	+10 to item HP
Substantial              	+20 to item HP
Massive                   	+30 to item HP
Fortified                  	+40 to item HP
Indestructible          	+50 to item HP
Suffix       	Effect
Ruin         	+1 damage
Might       	+3 damage
Force        	+5 damage
Power       	+7 damage
Vanquishing	+9 damage
  • The bonus is applied to the Archery Skill level (not to Tactics) if the enchanted weapon is a bow or crossbow.

Enchantment to Spell Conversions

Only spell-like enchantments who's effects are not immediately obvious by their name are listed. Spell-like enchantments may be present on a variety of items and consume energy from a limited # of charges. Most items just require a double-click in order to activate the effect (wands and staves must be held). Weapons, however, produce any offensive effect upon a successful strike against an opponent, while armor, clothing and jewelry are activated as a result of being worn (every time the article is put on 1 charge is expended)-- they are also limited by charges.

Prefix       	Effect
Silver        	Double Damage vs. Undead (no charges)
Suffix               	Spell Effect
Burning          	Magic Arrow
Daemon's Breath 	Fireball
Dragon's Breath      	Fireball
Evil                	Curse
Feeblemind             Feeblemind
Ghoul's Touch       	Paralyze
Mage's Bane           	Mana Drain
Spell Reflection	Magic Reflection (Will use up charges fast while being worn)
Thunder            	Lightning
Weakness               Weakness
Wounding        	Harm

Cursed Magic Items: Some equipable magical items that seem to be enchanted with a spell that would normally increase your own stats or decrease an opponents' will confer a negative effect upon its wearer. For example, a weapon of Feeblemindedness may cause the effects of the Feeblemind spell to take place upon its owner while worn, instead of casting the spell at a targeted enemy. Another example would be a gorget of Strength that would, instead of raising its wearer's strength, lower their dexterity.