Magical Properties

In Meridian most weapons can be found, or enchanted, with magical properties. Here is a breakdown of that those magical properties do.

Damage Modifiers

Magical weapons that give a damage bonus will be named with a modifier. Here is a list of the modifiers from weakest to strongest.

  1. Slight
  2. Small
  3. Moderate
  4. Solid
  5. Severe
  6. Swift
  7. Potent
  8. Damaging
  9. Prominent
  10. Crushing
  11. Enormous

Magical Properties

Besides just damage, there are a variety of other magical properties that can be found in the world of Meridian. Here is a chart of the known magical properties:

Description Meaning
Colhorr’s signature is engraved on the handle of this weapon. This weapon looks to provide a (modifier) advantage – in the right hands.
  • Colhorr weapon (expert)
  • With Enormous advantage is one of the most desired weapons.
An unholy glow seems to suck all life from the air around the weapon.
Q’s insignia is emblazoned on the metal of the weapon.
  • Occasionally casts Blind.
  • This special will stay on weapon until weapon breaks.
Glows in a soft white light.
  • Weapon will return to you if you die.
Beautiful and ornate, this weapon is obviously unsuitable for blood combat, though it might provide a (modifier) edge in games and tourneys.
  • Some extra tournament damage.
It glows softly like a torch.
  • Provides some light, but weaker than the spell Glow.
  • This enchantment lasts for some time.
A glow that can only be described as Zjiriaesqe surrounds the weapon.
  • Occasionally Holds an opponent.
  • This special will stay on weapon till weapon breaks.
A swirling green ‘GMT’ is stamped into the pommel.
  • Vertigo Weapon
  • Turns the person 180 degrees.
A thin coating of acid covers the length of the blade.
It is icy cold to the touch.
  • Casts Icy Fingers.
  • Enchantment on weapon will leave after a while.
It is hot to the touch.
  • Casts Touch of Flame
  • Enchantment on weapon will leave after a while.
The sign of Psychochild is engraved on the weapon.
  • Casts Purge spell on target, regardless of user’s karma.
The emblem of a fist holding an ankh rests in the pommel of this weapon, promising a (modifier) advantage in the fight for justice.
  • Justice weapon.
  • This weapon does increased damage against murderers and outlaws.
Mocker’s signature flamboyantly emblazons the pommel.
  • Bonk weapon (Mocker).
Nearly invisible currents run the length of the blade.
The crest of (HALL) is inscribed on the hilt of the weapon, suggesting a (modifier) bonus in the defense of that hall.
  • Hits harder in that hall if you’re a member of the owning guild.
Mystical energy flits about this weapon.
The craftsmanship of this (item name) is admirable, obviously the result of hundreds of hours of work by expert hands…
  • Item is extremely durable and will stay in near-new working condition longer and better overall condition even when mended.