Enchanting Guidelines

Anything clothing is chanted with empower/nimbility/regeneration/shield Anything armor is permed with improve armor and chanted with empower/nimbility/regeneration

Any weapons permed with cold steel/electric charge/flame blade/venom and chanted with either empower or dexterity. Optionally you can leave out venom and do FIESD, so you don’t accidentally poison anything you want frozen (in Maze, for example). And if you do want poison you can just ext venom on it.

Remember – this is the chance of success! For example, for 4 enchants the chance of failing is 50%, and failing includes both failing to land but not destroying the item – and incinerating the item. So the real chance of “blowing” an item at the 4th chant is lower than 50%. I recommend you chant the same armor pieces with the same enchant, so you can swap gear with your other toons and still have all the available enchants.

SDM Chart + Chanting Chart Included

By Kneezle

The Best Enchanters are All Intel Elf Wizzies who are able to reach 189% SDM. Toons with lesser intel/SDM can chant, but will not be as effective at it.

SDM 1 2 3 4 5 6

5%

53 23 0 0 0 0
10% 55 25 0 0 0 0
15% 58 28 0 0 0 0
20% 60 30 0 0 0 0
25% 63 33 2 0 0 0
30% 65 35 5 0 0 0
35% 68 38 7 0 0 0
40% 70 40 10 0 0 0
45% 73 43 13 0 0 0
50% 75 45 15 0 0 0
55% 78 48 18 0 0 0
60% 80 50 20 0 0 0
65% 83 53 23 0 0 0
70% 85 55 25 0 0 0
75% 88 58 28 0 0 0
80% 90 60 30 0 0 0
85% 90 63 33 3 0 0
90% 90 65 35 5 0 0
95% 90 68 38 8 0 0
100% 90 70 40 10 0 0
105% 90 73 43 13 0 0
110% 90 75 45 15 0 0
115% 90 78 48 18 0 0
120% 90 80 50 20 0 0
125% 90 83 53 23 0 0
130% 90 85 55 25 0 0
135% 90 88 58 28 0 0
140% 90 90 60 30 0 0
145% 90 90 63 33 3 0
150% 90 90 65 35 5 0
155% 90 90 68 38 8 0
160% 90 90 70 40 10 0
165% 90 90 73 43 13 0
170% 90 90 75 45 15 0
175% 90 90 78 48 18 0
180% 90 90 80 50 20 0
185% 90 90 81 51 21 0
189% 90 90 81 51 21 2
             

The only gear you need to be an effective enchanter is:
2 Rings of Intelligence
1 Amulet of Intelligence

There are a few pieces from Dragon Pit that will help get you to 201% SDM for high level enchanters:
Arch Mage Shirt
Arch Mage Pants
Cowl of Immortality
Enid’s Needle
Shield of Infinite Thought

To be a fully capable chanter you will need the following skills:
Meditation – GM (level 5)
Sorcery – GM (level 5)
Elementalism – Proficient (Level 2)
Thaumaturgy – Master (level 4)
Necromancy – Expert (level 3)

A Perm affects the item. Improve Armor, Flame Blade and Cold Steel, Electric Charge, and Venom are all permed.

A Enchant affects the toon. Strength, Dexterity, Regen, Immo, and any element Shields are Enchanted. 

Spells that are Permed will work if enchanted, but spells that are Enchanted will not work if permed.

Suggested Chants for your gear. Only Weapons pushes into 5x making your chanting fairly safe as you don’t have to push 4x anywhere.

Item 1 2 3 4 5
Backpack Str Dex Regen Missile S.  
Robe/Skirt Str Dex Regen Acid S.  
Belt Str Dex Regen Cold S.  
Amulet Str Dex Regen Fire S.  
Ring 1 Str Dex Regen Poison S.  
Ring 2 Str Dex Regen Lightning S.  
Baldric Str Dex Regen Immo  
Helm Imp. Arm. Str Dex Regen  
Shirt Imp. Arm. Str Dex Regen  
Pants Imp. Arm Str Dex Regen  
Cowl Imp. Arm Str Dex Regen  
Wrist Imp. Arm Str Dex Regen  
Feet Imp. Arm Str Dex Regen  
Shield Imp. Arm Str Dex Regen  
Weapon Fire Ice Venom Electric Str
  Fire Ice Venom Electric Dex
  Fire Ice Electric Str Dex
Advertisements

Where To Hunt

Levels 1 to 24

Faery Caverns
Fatty’s Quests
Lesser Hive
Naktos’ Morgue
Ogre Caverns
Targoth’s Tomb
Thieve’s Hole
Tor’s Crypt

Levels 25 to 49

Enid’s Safe Haven
Fatty’s Quests
Forgotten Dungeon
Imp City
Lesser Hive
Naktos’ Morgue
Ogre Caverns
Targoth’s Tomb
Thieve’s Hole
Tor’s Crypt
Troll Haven
Troll’s Hideaway
Zoo, The

Levels 50 to 74

Enid’s Safe Haven
Forgotten Dungeon
Imp City
Ogre Caverns
Troll’s Haven
Troll’s Hideaway
Warrior’s Abode

Levels 75 to 149

Church of Damnation
Dark Gauntlet
Drear Valley
Fenris Caves
Festering Hate Pool
Labyrinth, The
Test of the Soul
The Barracks
Undead Stronghold
Warrior’s Abode

Levels 150 to 299

Barracks, The
Church of Damnation
Daemon Home
Drear Valley
Festering Hate Pool
Holy Caves
Imp Haven
Labyrinth, The
Test of the Souls
Undead Stronghold

Levels 300 to 499

Daemon Home
Fuloran’s Abode
Greater Hive
Holy Caves
Snake Pit
Tulor’s Caverns

Levels 500 to 749

Anvil, The
Fuloran’s Abode
Greater Hive
Maze, The
Snake Pit
Tulor’s Caverns

Levels 750 and Above

Anvil, The
Fuloran’s Abode
Greater Hive
Maze, The
Snake Pit
Tulor’s Caverns

Item Durations

Potion Durations

Potion of Shifting 15
Potion of Strength 30
Potion of Nimbility 45
Potion of Fire Shield 45
Potion of Cold Shield 45
Potion of Lightning Shield 45
Potion of Poison Shield 45
Potion of Acid Shield 45
Potion of Invulnerability 100
Potion of See Invisible 150
Potion of Invisibility 60
Potion of Greater Invisibility 30
Potion of Weakness Unimplemented, no effect

Scroll Durations

Scroll of Defenselessness 25
Scroll of Resist Cold 60
Scroll of Resist Fire 60
Scroll of Resist Lightning 60
Scroll of Missle Resistance 60
Scroll of Immolation 15
Scroll of Shield 50
Scroll of Greater Shield 200

Orb and Wand Durations

Orb of Holding 5
Wand of Berserking 5

Candy Durations

Candy of Invisiblity Over 500
Candy of See Invisiblity Over 500

Bauble Duration

Shield Bauble (Invulnerability) 500 (Shield Baubles are white)

Heart Duration

Heart (Improved Invuln) 30
Note: All Hearts have 1/3 chance of giving nothing (blue text), poison (red text), or the improved invulnerability (green text) regardless of toon alignment or type.

Melee Damage Modifier Formulas

Melee Damage Modifier  (MDM)

For all weapons except throwing daggers, MDM is based entirely on strength.  MDM for throwing daggers is based entirely on dexterity.

Unarmed combat MDM is based exclusively on strength.

The formulas currently in place for strength based weapons are:

When strength is 10 or higher:

                     MDM% = [(strength – 10) * 13]

When strength is less than 10:

MDM% = [(strength – 10) * 5]

The formulas for throwing weapons are:

 When dexterity is 10 or greater:

MDM% = [(dexterity – 10) * 13]

When dexterity is less than 10:

MDM% = [(dexterity – 10) * 5]

As you can see from the formulas, MDM can be negative if toon strength (dexterity for throwers) is less than 10, but since the multiplier is only 5 in this case the MDM is much less negative than it would be if the multiplier was 13.

The current maximum MDM is 416%  (at 42 strength or dexterity)

Damage Per Attack  (DPA)

The formula for Damage Per Attack is:

DPA range = [((MDM% + 100) / 100) * Weapon Base Range]

Note that 100 is added to the toon’s MDM before it is divided by 100 to convert it to a multiplier.  This causes toons with a MDM of zero to have a DPA that matches the weapons base range.  Toons with a negative MDM will get less than the weapon’s base damage.

NOTE: The Base damage range for unarmed combat is 1 to 4.

Example:

For Example, an toon with 37 strength has a Bonecrusher Club equipped.  The Bonecrusher has a base damage rating of 95-215.  MDM is computed first by plugging in 37 to the MDM formula:

MDM% = [(strength – 10) * 13]

MDM% = [(     37    – 10) * 13]

MDM% = [(        27       ) * 13]

MDM% = 351%

Damage Per Attack can now be computed by plugging MDM% and the weapons base rating values into the DPA formula.  This is done for both the minimum and maximum values of the weapon rating:

DPA range      = [((MDM% + 100) / 100) * Weapon Base Range]

DPA minimum = [((351%  + 100) / 100) * 95]

DPA minimum = [((       451%   ) / 100) * 95]

DPA minimum = [(        4.51               ) * 95]

DPA minimum = 428

DPA maximum = [((351% + 100) / 100) * 215]

DPA maximum = [((      451%   ) / 100) * 215]

DPA maximum = [(        4.51              ) * 215]

DPA maximum = 969

The DPA range therefore is 428 -to- 969

(Note that as usual, any decimal fraction is discarded by the game, and only the whole integer result is used)

 

Intelligence to Hold Table

Intelligence Raw SDM GM Med. SDM Rounds of Hold
32 120 195 8 Round Hold,

12 Rounds Extended

31 114 189
30 108 183
29 102 177
28 96 171
27 90 165 7 Round Hold,

10 Rounds Extended

26 84 159
25 78 153
24 72 147
23 66 141
22 60 135
21 54 129 6 Round Hold,

9 Rounds Extended

20 48 123
19 42 117
18 36 111
17 30 105
16 24 99 5 Round Hold,

7 Rounds Extended

15 18 93
14 12 87
13 6 81
12 0 75
11 -10 65 4 Round Hold,

6 Rounds Extended

10 -20 55
9 -30 45
8 -40 35
7 -50 25 3 Round Hold,

4 Rounds Extended

6 -60 15
5 -70 5
4 -80 -5 2 Round Hold,

3 Rounds Extended

3 -90 -15
2 -100 -25
1 -110 -35 1 Round Hold,

1 Rounds Extended

0 -120 -45

Dungeon Directions

Anvil: Arimathor 4L/25U

Barracks: Drune 7U/2R

Church of Damnation: Wen 9D/1R

Daemon Home: Drune 5L/5U

Dark Gauntlet: Wen 10D/9L

Dragon Pit: Wen 9U/R to cave

Enid’s Safe Haven: Silverbrook 8L/2U

Faery Caverns: West Leinster 2R/5D/4R

Fenris Cave: Caer Fandry 2L/5D

Festering Hate Pool: Wen 6U/6R

Forgotten Dungeon: Kurz 6R/6D

Fuloran’s Abode: Usk 2R/10D

Greater Hive: Asgard 2L/12U

Holy Caves: Kurz 2D/11R

Imp City: Caer Fandry 2L/9U

Imp Haven: Asgard 12R/4U

Judgment of the Scepter: East Leinster 1U/6L Despothes Altar – Pray, 1D/1L or Wen 1R/9D

Konge – Asgard 4U/L to wall/thru door/1U/L to wall/thru door/1D/2L/down thru door

Labyrinth: East Leinster 1U/2R/2D/13R

Treasure Sarc – 2L, in door, 1L, in door, 3L, 2U, fight, 1L, fight, 1L

Marvins – 1L, door, 1L, 4U, 1R, door, fight, 1R, lever, 1D, lever, 1U, 1R, lever, lever, 1U

Lesser Hive: West Leinster 1D/5L/4U

Maze: Drune 7L/12U

Naktos Morgue: West Leinster 6D

Ogre Caverns: Caer Fandry 1L/12D/1R

Snake Pit: Drune 3D/13R

Supply Store West: Asgard 4R/8D

Supply Store East: Wen 5D/6R

Targoth’s Tomb: Kurz 1U/9L

Test of the Soul: Silverbrook 9L/5D/1L

Thieve’s Hole: Drune 2D/11L

Tor’s Crypt: East Leinster 5D/1L

Troll’s Haven: West Leinster 2R/9U

Troll’s Hideaway: Kurz 2L/6D

Troll Spit Tavern: East Leinster 1L/2U/Inside

Tulor’s Caverns: Silverbrook 2U/9R or Drune 1D/R to tent/in tent/1D/4R

Undead Stronghold: Wen 4U/7L

Warrior’s Abode: Drune 1L/7D

Wen Clothing Cellar: Wen 1L/Inside

Zoo: East Leinster 2U/5R/2U

Leveling Guide

By Kneezle

This guide is not the ONLY way to do things. Gear preferences are listed at the end of this mail. This mm is for leveling with magic only. Some prefer to start with thrower. Imps at low levels are good for fast levels. Take an orb of holding or two and go to Imp Haven by level 7 you can do the  first fight-hold both imps before they reach you and toss.

Move on once exp drops down around 1000-1500xp or you feel you can take harder fights.

East Havenwood (Ratling Run) – East of Leinster
North Havenwood – North of Leinster
West Havenwood – West of Leinster
South Havenwood – South of Leinster

Killing Fields – East of Kurz (Devil’s Only here) The basic strategy here is:

  1. Stay Invisible (Greater Invisibility Potions or Spells)
  2. Summon Nymphs or Faery Queens
  3. Get 5 out then Light Dart!

Festering Hate Pool – 6u 6r from Wen

  1. First two fights you can start on here will be inside the Sarcophagus and 1D once you go inside the Sarcophagus
  2. They will be bat fights. Multiblade is recommended but WoG will work. Stay Invisible again and put a summon out first round to keep you safe.Then just mass spell em dead!

Festering Hate Pool – 6u 6r from Wen
Once you get some more health and are feeling pretty comfortable you can strat venturing further into FHP. I will try and send the FHP Walkthrough along with this guide when I can. But if you need it feel free to ask on Ch. 4.

Greater Hives – 2L and North from Asgard (3k+ hp to walk please)
Lev 200 and some Endur is recommended for survival

  1. Cast Arctic Grasp, Fire Grasp, & Immo on each hornet.
  2. Get Shifting, Invulnerablity, and Extended Invisibility on.
  3. Attack by casting Defenselessness.
  4. Mass Beserk
  5. Re-Mass Beserk if needed, try for all of them, or at least 4.
  6. Mass Drain many rounds while they self-destruct.
  7. Before Shift Potion wears off, cast Extended Shift.
  8. Keep mass draining to stay healed.
  9. Cast Berserk or Mass Beserk as needed to re-zerk them
  10. When their Myst Immunity wears off. Mass Drain more to heal (cast Daemons or Faery Queens if needed to distract unzerked Hornets)
  11. Mass Drain till all but one is gone.
  12. Cast Death Wish on survivor, til only 1 round is left on his Immunity, be sure to stay Shifted.
  13. Cast Freeze on survivor.
  14. Cast Extension.
  15. Cast Shift (extended)
  16. Finish off last with Death Wish.
  17. Leave Dungeon and Rinse and Repeat

ALT TO GH: The Maze – 7L and North from Drune
Single Harlequins are main focus here.
100% Myst Resist is a MUST (NMH + AoFW is best)

  1. Freeze First Round
  2. Extend then Hold. Your AoFW comes with cast resist on your own spells as well as ones cast on you. This will make the hold an iffy cast. If it goes on too long (which it may all to often) refreeze and repeat.
  3. Once held, pay attention to how many rounds it is and unequip your AoFW. Start summoning Illusionary Foes until you either have 5 or it looks like the Harl will die next round OR the myst timer on the ill foe gets to the original # of rounds + 1 (7 round hold = Myst Immunity: 8)
  4. REEQUIP your AoFW at this point. Rinse and repeat till Harl is dead. You want a freeze or a summon between you and the harl at ALL times not held.

GH is “the” place for the solo wizzy, you will spend many long lonely hours there, for light relief trips to Tulors, FHP and Snake Pit can be fun. Also once beyond lvl 300 or so taking the right hand (Evil path) in Anvil. It is both good fun and great experience, but do not attempt to go beyond 8 fights, the Evil Minion in the next one will kill you in short order.

All of the above assumes you will be hunting solo, joining a group opens up all new possibilities and can drastically change your approach as to which magics should be learned and when.

There are many ways to start your wizzie and progress through learning all your needed skills. However, to start I SUGGEST starting your wizzie good, and learning Thaumaturgy IMMEDIATELY to get Nymphs as soon as possible. Many urge you towards Mysticism early. However, as a solo wizzy I don’t find this a necessity as you will have all your needed spells before you normally need Mysticism.

GM Thaum > GM Sorc > GM Med > GM Elem > GM Myst > GM Nec

is my personal recommend progression. You can play around with it how you see fit but Thaum and Sorc definitely make the early levels a breeze! (An AIEW who skips Throwing Daggers can be on devils by level 9 and a ADEW by level 12 summoning nymphs).

Once you get your spells and Meditation learned whatever you go after is your discretion. But some of the better things to pick up will be Throwing Dagger, Acrobatics, Shields, and Crit Strike. Good Luck!

Gear Preferences for Wizards

Amulets: AoEndurance, AoIntel

Rings: 2 RoEndurance 2 RoIntel

Baldric: Fin Sash

Helm: Any Mundane Helm. Possible magical upgrades: Nightmare Helm (150), Mage’s Hat (425), Hood of Shifting (100)

Cowl: Finvarra’s Cowl, Thurisaz Cowl, Mythril Cowl

Armor: Troll Leather Tunic/Shirt

Belt: Finvarra’s Belt, BoCarry, BoStrength

Pants: Troll Leather

Feet: Finvarra’s Shoes/Boots, Boots of Nimbleness

Arms: Finvarra’s Bracers, Bracers of Defense

Shield: Mythril Round Shield

Weapons: FIVED Adm Thrower or FIESD Stinger, FIVED Uruz Dagger(lvl 200)

Anagrams

a runic coop – cornicopia ira sum – murias
acorn glades – dragonscale it bald mule – multiblade
ah cud – duach keer beers – berzerker
aim targets – magistrate last cry – crystal
ale bub – bauble loaf urn – fuloran
am nob – mabon losing hut – nightsoul
amused – medusa lost reels – sollerets
an oval – avalon love irks bob – silverbrook
and due – undead lute ma – amulet
angel drop peg – doppleganger mama dun it – adamantium
ant girl – ratling mana don’t i – damnation
ark crab – barracks mara roth – arimathor
arm vein – minerva meld ear – emerald
at he’d – death moaned – daemon
basic or cat – acrobatics mop chain – champion
belt err i – terrible my leach – alchemy
bend a flag – fangblade nab errs – barrens
broil her – horrible nag bad elf – fangblade
carmen crone – necromancer neal let me – elemental
cash as group – sarcophagus no hut mom – monmouth
circle – cleric no in focus – confusion
city simms – mysticism no omit mail – immolation
cladrib – baldric none dug – dungeon
cop retort – protector north livers – silverthorn
corner me can – necromancer odd boo owl – bloodwood
cougars hasp – sarcophagus odd main – diamond
curt annie – centurian ok girl – kilrog
cut in – tunic omit mail man – immolation
dams snort – sandstorm one had vow – havenwood
diana rug – guardian oz the rebel – ezelberoth
don growls – longsword pan ruled – uplander
dur sull now – nullsword peel trot – teleport
dr tossman – sandstorm peer tea keg – gatekeeper
elk stone – skeleton posh steed – despothes
err rot – terror qua main area – aquamarine
etch drew – wretched raw hit – wraith
ever sag – greaves respect – sceptre
feed nerd – defender ring set – stinger
friar van – finvarra riot cure – courtier
fried hex rows – wexfordshire rush nest – huntress
gem is hurt – theurgism sad rag – asgard
halt briny – labyrinth sea cots – ascetos
ham peel – seraph sensness fed eels – defenselessness
hen base – banshee sets spire – priestess
hep male – elphame she posted – despothes
her spa – seraph take her qua – earthquake
hilt ran by – labyrinth team men smile – elementalism
him no cpa – champion text ye rid – dexterity
hog tart – targoth tire lens – leinster
i did cur – druidic trim hag minors – armorsmithing
i loved rows – silverwood true cups – cutpurse
i nap lad – paladin under – drune
i roast – satori under cane – endurance
i trace mine – incinarate veiled dew – devilweed
ibis aid not – obsidianite wide pig – pigweed
icon oar cup – cornucopia wish on pigmant – weaponsmithing
im bit inly – nimbility worn dulls – nullsword
imitate don – meditation    
infers – fenris    
ion abides it – obsidianite    

Harlequin Soloing Strategy

Do it this way, and you’ll never take a hit from a Harlequin.

Pre-fight: All-int elf wiz preferred, level 150, wearing at least Nightmare Helm and Amulet of Free Will for 100+% Mysticism resistance. Before you jump a Harlequin, at least have extension cast. (I like to go full invis, regen, invul, etc. in case I screw up.) Have less than 60% encumbrance so your Freeze sticks before you get hit. Read the full post »

Alignment Table

Beatific   Good   Benevolent   Benign   Neutral   Malignant    Malevolent   Evil    Demonic