Crafting

Crafting is similar to casting spells. You use mana to create enchanted item, that gives bonuses to hero that uses it, with no upkeep cost.

=Crafting cost= Total crafting cost is calculated by adding all bonus equivalents of enchantments used and checking casting cost for this effective enchantment level. In addition better Weapons, Armor and Shields add a static value to the mana cost.

Mana cost varies depending on game speed used during game creation.

=Enchantments=

Acidic
Bonus equivalent: +2

Required domain: Earth or Destruction

Required minimum domain tier: Tier I

Applicable Items: Weapon

An acidic weapon does an additional 1-6 acid damage.

Flaming
Bonus equivalent: +2

Required domain: Fire or Destruction

Required minimum domain tier: Tier I

Applicable Items: Weapon

A flaming weapon does an additional 1-6 fire damage.

Freezing
Bonus equivalent: +2

Required domain: Water or Destruction

Required minimum domain tier: Tier I

Applicable Items: Weapon

A freezing weapon does an additional 1-6 cold damage.

Shocking
Bonus equivalent: +2

Required domain: Air or Destruction

Required minimum domain tier: Tier I

Applicable Items: Weapon

A shocking weapon does an additional 1-6 electrical damage.

Poisonous
Bonus equivalent: +2

Required domain: Earth or Biomancy

Required minimum domain tier: Tier II

Applicable Items: Weapon

On a successful attack poisonous weapon poisons enemy for 2 turns dealing 1-6 damage per turn.

Unholy
Bonus equivalent: +2

Required domain: Death or Biomancy

Required minimum domain tier: Tier II

Applicable Items: Weapon

An unholy weapon does an additional 1-6 negative energy damage. This will heal Undead, damage Living and do 0 damage to constructs.

Holy
Bonus equivalent: +3

Required domain: Life or Biomancy

Required minimum domain tier: Tier III

Applicable Items: Weapon

A holy weapon does an additional 1-6 positive energy damage. This will heal Living, damage Undead and do 0 damage to constructs.

Bleeding
Bonus equivalent: +3

Required domain: Death

Required minimum domain tier: Tier III

Applicable Items: Weapon

Successful attack causes opponent to bleed for 2 turns, suffering 1-6 damage each turn.

Ghost Touch
Bonus equivalent: +2

Required domain: Air or Augmentation

Required minimum domain tier: Tier III

Applicable Items: Weapon

A weapon of ghost touch ignores armor bonus to AC (is more likely to hit).

Keen
Bonus equivalent: +2

Required domain: Fire or Destruction

Required minimum domain tier: Tier II

Applicable Items: Weapon

A Keen weapon has a magically razor sharp edge. As a result the weapon's critical threat range is doubled.

Speed
Bonus equivalent: +3

Required domain: Fire or Augmentation

Required minimum domain tier: Tier III

Applicable Items: Weapon

A weapon of speed gives a unit +1 movement.

Life Drain
Bonus equivalent: +4

Required domain: Death or Biomancy

Required minimum domain tier: Tier IV

Applicable Items: Weapon

A life drain weapon heals user for 50% of damage dealt to Living (and possibly Elemental) enemies.

First Strike
Bonus equivalent: +4

Required domain: Air

Required minimum domain tier: Tier III

Applicable Items: Weapon

Equipped hero gains First Strike ability.

Wall Crusher
Bonus equivalent: +1

Required domain: Earth

Required minimum domain tier: Tier III

Applicable Items: Weapon

Weapon can be used to attack wall segments.

Cursing Touch
Bonus equivalent: +1

Required domain: Death

Required minimum domain tier: Tier III

Applicable Items: Weapon

Successful attack curses opponent. Cursed unit gets -2 penalty to to-hit rolls and damage.

Mana Drain
Bonus equivalent: +3

Required domain: Death

Required minimum domain tier: Tier III

Applicable Items: Weapon

Each successful attack steals 5 mana from hit unit.

Acid Resistance
Bonus equivalent: +1

Required domain: Earth or Protection

Required minimum domain tier: Tier II

Applicable Items: Shield, Armor, Ring

Acid Resistance absorbs the first 10 points of acid damage the wearer takes from each attack.

Electrical Resistance
Bonus equivalent: +1

Required domain: Air or Protection

Required minimum domain tier: Tier II

Applicable Items: Shield, Armor, Ring

Electrical Resistance absorbs the first 10 points of electrical damage the wearer takes from each attack.

Fire Resistance
Bonus equivalent: +1

Required domain: Fire or Protection

Required minimum domain tier: Tier II

Applicable Items: Shield, Armor, Ring

Fire Resistance absorbs the first 10 points of fire damage the wearer takes from each attack.

Cold Resistance
Bonus equivalent: +1

Required domain: Water or Protection

Required minimum domain tier: Tier II

Applicable Items: Shield, Armor, Ring

Cold Resistance absorbs the first 10 points of cold damage the wearer takes from each attack.

Acid Immunity
Bonus equivalent: +3

Required domain: Earth or Protection

Required minimum domain tier: Tier III

Applicable Items: Shield, Armor, Ring

Acid Immunity makes the wearer completely immune to acid.

Cold Immunity
Bonus equivalent: +3

Required domain: Water or Protection

Required minimum domain tier: Tier III

Applicable Items: Shield, Armor, Ring

Cold Immunity makes the wearer completely immune to cold.

Electrical Immunity
Bonus equivalent: +3

Required domain: Earth or Protection

Required minimum domain tier: Tier III

Applicable Items: Shield, Armor, Ring

Electrical Immunity makes the wearer completely immune to electricity.

Fire Immunity
Bonus equivalent: +3

Required domain: Fire or Protection

Required minimum domain tier: Tier III

Applicable Items: Shield, Armor, Ring

Fire Immunity makes the wearer completely immune to fire.

Ethereal
Bonus equivalent: +5

Required domain: Air or Augmentation

Required minimum domain tier: Tier V

Applicable Items: Armor, Ring

An Ethereal item gives the wearers the ethereal unit ability. This makes them difficult to hitwith normal weapons and makes whatever weapons they wield ignore armor.

Flight
Bonus equivalent: +5

Required domain: Air or Augmentation

Required minimum domain tier: Tier V

Applicable Items: Armor, Ring

Flight gives the bearer the ability to fly.

Fortification
Bonus equivalent: +3

Required domain: Earth or Protection

Required minimum domain tier: Tier V

Applicable Items: Armor

Armor of Fortification makes the wearer completely immune to critical hits.

Invisibility
Bonus equivalent: +5

Required domain: Air or Mentalism

Required minimum domain tier: Tier V

Applicable Items: Ring

Invisibility gives the wearer the invisibility unit ability.

Regeneration
Bonus equivalent: +5

Required domain: Earth or Biomancy

Required minimum domain tier: Tier V

Applicable Items: Ring

An item of regeneration causes the wearer to regain 10% of his hit points each round. It also heals the unit completely after each battle.

Spell Resistance
Bonus equivalent: +4

Required domain: Earth or Protection

Required minimum domain tier: Tier V

Applicable Items: Armor, Ring

Spell Resistance gives the wearer the supernatural ability to resist spells.

True Sight
Bonus equivalent: +3

Required domain: Life or Mentalism

Required minimum domain tier: Tier III

Applicable Items: Ring

An item of true seeing makes the wearer immune to invisibility and illusions.

Clear Mind
Bonus equivalent: +3

Required domain: Life

Required minimum domain tier: Tier III

Applicable Items: Ring, Helmet, Cloak

An item of true seeing makes the wearer immune to invisibility and illusions.

Pathfinder
Bonus equivalent: +3

Required domain: Earth

Required minimum domain tier: Tier III

Applicable Items: Ring, Helmet, Cloak

Ignore terrain movement penalties.

Water Walk
Bonus equivalent: +1

Required domain: Water

Required minimum domain tier: Tier III

Applicable Items: Armor, Ring, Helmet, Cloak

Hero can walk on water tiles (Air plane and Fire plane have no water).

Fear
Bonus equivalent: +2

Required domain: Death

Required minimum domain tier: Tier III

Applicable Items: Armor

Enemies need to succeed Will saving throw to attack hero in melee.

Missile Immunity
Bonus equivalent: +3

Required domain: Death

Required minimum domain tier: Tier III

Applicable Items: Armor, Ring, Helmet, Cloak

Enemies need to succeed Will saving throw to attack hero in melee.

Common Enchantments
Those enchantments are available to everybody. They do not require minimum level in any spell circle.

Enchantment Bonus
Bonus: +1 to +5

Required domain: None

Applicable Items: Weapon, Armor, Shield

When added to weapon, enchantment bonus gives selected bonus to-hit* rolls and damage. When added to shield or armor, this bonus contributes to AC*.

\*:+1 to +5 to-hit bonus roughly translates to +5% to +25% hit chance +1 to +5 AC translates to -5% to -25% enemies' hit chance.

Extra Mana
Bonus: +2

Required domain: None

Applicable Items: Helmet, Cloak, Ring

Hero's max mana increases by 20

Enchanter
Bonus: +2

Required domain: None

Applicable Items: Helmet, Cloak, Ring, Wand

+1 DC for spells cast by equipped hero

Saving Throws
Bonus: +1

Required domain: None

Applicable Items: Armor, Helmet, Cloak, Ring

Hero receives +2 to all saving throws. This roughly translates to 10% better success rate.

Mundane Resistance
Bonus: +3

Required domain: None

Applicable Items: Armor, Helmet, Cloak, Ring

Hero receives +10 mundane resistance

Evoker
Bonus: +3

Required domain: None

Applicable Items: Helmet, Cloak, Ring, Wand

+10% damage for spells cast by equipped hero

Sneak Attack
Bonus: +3

Required domain: None

Applicable Items: Weapons

All attacks made when wquipped hero is hidden become critical hits.