Documentation: Update appendix on item abilities and about half the appendix on special nodes
This commit is contained in:
@@ -56,6 +56,38 @@ three long.</p>
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256. This multitude of special nodes will be the clay with which you can sculpt a wild,
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elaborate adventure.</p>
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<h2>Pointers (Advanced)</h2>
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<p>Pointers are an advanced feature of the special node engine. A pointer is a negative
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number that references a Stuff Done Flag, allowing you to directly use the value of a
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Stuff Done Flag as a parameter to a special node.</p>
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<p>When the game calls a special node, it looks at the values it has. If any of them are
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negative (more specifially, less than or equal to -10), the game checks to see if there is
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a pointer with that number. If there is, the game fetches the value of a Stuff Done Flag
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that the pointer points to, and substitutes that into the special node where the pointer
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was specified.</p>
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<p>There are 100 mutable pointers available, which can be set using the Set Pointer
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special node. In addition, there are a number of reserved pointers that are set in certain
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circumstances. Rather than referencing a Stuff Done Flag, these refer to special values of
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the encounter itself. The reserved pointers are:</p>
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<ol start=''>
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<li value='5'>If the special node was called to determine the result of a custom trap
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effect, this pointer refers to the trap level.</li>
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<li value='8'>This can be used anywhere a scenario message is expected to refer to the
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special string buffer. The contents of the special string buffer can be manipulated using
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the Clear Buffer special node and various Append To Buffer special nodes.</li>
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<li value='10'>This contains the X coordinate of the space the special node was triggered
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on.</li>
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<li>This contains the Y coordinate of the space the special node was triggered on.</li>
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<li>This contains the terrain type of the space the special node was triggered on.</li>
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<li value='20'>When a special node is called during an attack, this contains the number of
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the targeted creature, ready to be passed to a Select Target special node.</li>
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<li>When a special node is called during an attack, this contains the X coordinate of the
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targeted space.</li>
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<li>When a special node is called during an attack, this contains the Y coordinate of the
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targeted space.</li>
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</ol>
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<h2>Simple Examples</h2>
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<p>Confused yet? Understandable. Creating a special encounter is a lot like writing a
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@@ -80,7 +80,26 @@ Finally, put 0 on the Cost Adjust field, to make the arrows very cheap.</p>
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<p>It is easy to place a secret passage on any space using special encounters. Suppose you
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want the party to be able to walk through a certain tree. Place a secret encounter on the
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tree and make it of type Secret Passage (to select this, press the General button).</p>
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tree and make it of type Secret Passage (to select this, press the General button). Set Extra
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1a to 0 and Extra 1b to 1.</p>
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<h2>Random Poison Using Pointers</h2>
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<p>Suppose you want to afflict a PC with a random amount of poison. The Affect Status node
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only allows you to specify an exact amount, but by using pointers, you can get the random
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amount you want.</p>
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<p>First, decide on a Stuff Done Flag to store the amount - let's say (4,7). Then, decide
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on a pointer to point to that flag, such as 156. Now, create a Set Pointer special node
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(under General) to link the two together - put 4 and 7 in the Stuff Done fields, and 156
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in the Extra 1a field.</p>
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<p>Next, press Create/Edit by the jumpto field, and make the next node a Set SDF to Random
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node (also under General). Put 4 and 7 in the Stuff Done fields again, and set Extra 1a
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amd Extra 1b (min and max) to whatever you want.</p>
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<p>Then press Create/Edit again by the jumpto and make an Affect Status Effect node (under
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Affect PCs). Press Choose by Extra 1c and select poison, put 1 in Extra 1b, and put -156
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in Extra 1a.</p>
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<p>There you go! When the game runs this chain of nodes, it will fetch the value from
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Stuff Done Flag (4,7) and use that as the amount of poison to afflict.</dd>
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</div>
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</body>
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@@ -43,40 +43,34 @@ these items is calculated the same way as for Usable abilities.</p>
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<p></li>
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</ul>
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<p>There are six different classes of item ability type, each with its own properties and
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varieties of items that can possess it. These are listed below, along with whether they
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are classes of Usable or Inherent abilities:</p>
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<p>There are four different classes of item ability type, each with its own properties and
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varieties of items that can possess it. Three of these classes are inherent abilities. THe
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categories are listed below:</p>
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<ul>
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<li><b>Weapon Abilities (Inherent):</b> Abilities of this type can be given to one and two
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handed weapons, weapon ammunition (darts, arrows, etc.) and non-ammunition missiles (like
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slings). None of these items have charges.</li>
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<li><b>General Abilities (Inherent):</b>Abilities of this type can be given to non-missile
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items which can be equipped (e.g. rings, armor, sword, but not arrows) but not to items
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that cant (e.g. wands, potions). Only a few of these ability types require for the item
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having them to have charges.</li>
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<li><b>Non-Spell Usable (Usable):</b> Abilities of this type change the status of the
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party or individual character in some way, such as making them more or less poisoned, or
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raising or lowering health. Abilities of these types can be given to any item thats not a
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missile (e.g. arrows, bolts). Being usable item abilities, any item having one of these
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abilities must have charges.</li>
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<li><b>Spell Usable (Usable):</b> Abilities of this type cast some sort of a spell, such
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as firing a fireball or summoning monsters. Abilities of these types can be given to any
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item thats not a missile (e.g. arrows, bolts). Being usable item abilities, any item
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having one of these abilities must have charges.</li>
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<li><b>Reagents (Inherent):</b> Items with these abilities are alchemical ingredients,
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spell reagents (e.g. smoky crystals, sapphires), or similar substances. All items with an
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<li>Weapon Abilities: Abilities of this type can be given to weapons. Some of these
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abilities can only be given to missiles (like darts or arrows). None of these abilities
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require charges.</li>
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<li>General Abilities: Abilities of this type can be given to non-missile items
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which can be equipped (e.g. rings, armor, sword, but not arrows) but not to items that
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can't (e.g. wands, potions). Only a few of these ability types require that the items
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having them have charges.</li>
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<li>Usable Abilities: Most abilities of this type change the status of the party or
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individual character in some way, such as making them more or less poisoned, or raising or
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lowering health. A few instead cast a spell or have a similar effect such as summoning
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monsters. Abilities of these types can be given to any item that's not a missile
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(e.g. arrows, bolts). Being usable item abilities, any item having one of these abilities
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must have charges.</li>
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<li>Reagents: Items with these abilities are alchemical ingredients, spell
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reagents (e.g. smoky crystals, sapphires), or similar substances. All items with an
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ability of this type must have charges, and must be of variety Non-use Object.</li>
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<li><b>Missiles (Inherent):</b> These abilities can only be given to missiles (e.g.
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arrows, bolts, darts). Each ability is activated when the missile is fired (such as
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exploding a fireball on the target space).</li>
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</ul>
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<p>As mentioned before, each item type has accompanying Ability Strength and Magic Item
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Adjust targets. For each ability, these two fields have different ranges and different
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affects, and their values will modify the affects of the item abilities in different ways.
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What each ability does and how the Ability Strength and Magic Item Adjust fields affect it
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are described below.</p>
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<p>As mentioned before, each item type has two acompanying extra data fields as well as
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the Magic Item Adjust setting. For each ability, these two fields have different ranges
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and different affects (the first field is usually Ability Strength), and their values will
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modify the affects of the item abilities in different ways. What each ability does and how
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the extra data fields and Magic Item Adjust affect it are described below.</p>
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<dl>
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<dt>Ability 0 - No ability</dt>
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@@ -87,37 +81,62 @@ are described below.</p>
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<p>For each of these abilities, the Ability Strength is a number from 0 to 10, which
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represents the strength of the ability (0 is weakest, 10 is most powerful). The Magic Item
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Adjust field is ignored.</p>
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Adjust field is ignored.</p><!-- TODO: Double-check the expected ranges -->
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<dl>
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<dt>Ability 1 - Flaming Weapon</dt>
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<dd>The weapon does extra fire damage.</dd>
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<dt>Ability 2 - Demon slayer</dt>
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<dd>Does extra damage to demons. </dd>
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<dt>Ability 3 - Undead slayer</dt>
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<dd>Does extra damage to undead. </dd>
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<dt>Ability 4 - Lizard slayer</dt>
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<dd>Does extra damage to lizards. </dd>
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<dt>Ability 5 - Giant slayer</dt>
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<dd>Does extra damage to giants. </dd>
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<dt>Ability 6 - Mage slayer</dt>
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<dd>Does extra damage to mages. </dd>
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<dt>Ability 7 - Priest slayer</dt>
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<dd>Does extra damage to priests. </dd>
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<dt>Ability 8 - Bug slayer</dt>
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<dd>Does extra damage to insects. </dd>
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<dt>Ability 9 - Acidic Weapon</dt>
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<dd>Sprays acid on anything it hits.</dd>
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<dt>Ability 1 - Damaging Weapon</dt>
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<dd>The weapon does extra damage of the type specified in the second extra data field. The
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Ability Strength is the number of d6's of extra damage done.</dt>
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<dt>Ability 2 - Slayer Weapon</dt>
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<dd>Does extra damage to the race specified in the second extra data field. If the
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specified race is Humanoid, it also affects Sliths, Nephilim, Vahnatai, and Goblins. If
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the specified race is Undead, it affects both normal and skeletal undead. The amount of
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extra damage is equal to the ability strength times a race-dependent constant:
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<ul>
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<li>Demon, Giant, Stone, Dragon: 8</li>
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<li>Bug, Plant, Slime: 7</li>
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<li>Undead, Skeletal: 6</li>
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<li>Reptile, Beast, Bird: 5</li>
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<li>Mage, Priest, Magical: 4</li>
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<li>Human, Nephil, Slith, Vahnatai, Goblin, Humanoid: 3</li>
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<li>Important: 0.5</li>
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</ul>
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</dt>
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<dt>Ability 3 - Healing Weapon</dt>
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<dd>Restores health to target. The extra data fields are not used; the amount healed is
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equal to the damage that would have otherwise been done.</dt>
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<dt>Ability 4 - Exploding Weapon</dt>
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<dd>Explodes at the target, cast at a level equal to the Ability strength.</dd>
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<dt>Ability 5 - Returning Missile</dt>
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<dd>This missile is not used up when fired. It is best to only give it one use. This
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ability cannot be given to a melee weapon. The extra data fields are not used.</dd>
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<dt>Ability 6 - Farflight Missile</dt>
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<dd>This missile has a greater range than others of its kind. The Ability Strength
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specifies the bonus to the missile's range. This ability cannot be given to a melee
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weapon.</dd>
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<dt>Ability 7 - Seeking Missile</dt>
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<dd>This missile seeks out its target. If aimed at an empty space, there is a chance that
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it will instead target an adjacent space if there is something there. This is especially
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useful when fighting invisible monsters. This ability cannot be given to a melee weapon.
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The extra data fields are not used.</dd>
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<dt>Ability 8 - Draining Weapon</dt>
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<dd>Drains spell points from the target and restores the wielder's spell points. The
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amount of SP drained is equal to the Ability Strength.</dd>
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<dt>Ability 9 - Status-afflicting Weapon</dt>
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<dd>Afflicts some status effect on anything it hits. The second extra data field specifies
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the type of status effect. If it is a beneficial status effect, the weapon will instead
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drain it from the target. The amount afflicted/drained is equal to one-half the Ability
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Strength. (So, an ability strength of 1 has no effect.)</dd>
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<dt>Ability 10 - Soulsucker</dt>
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<dd>When it hits, the wielder is healed. </dd>
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<dt>Ability 11 - Drain Missiles</dt>
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<dd>Drains missiles twice as fast. This only has an effect on bows and crossbows. </dd>
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<dd>When it hits, the wielder is healed. The amount healed is equal to one-half the Ability
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Strength. (So, an ability strength of 1 has no effect.)</dd>
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<dt>Ability 11 - Reserved</dt>
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<dt>Ability 12 - Weak Weapon</dt>
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<dd>Does less damage than usual. If Ability Strength is 10, does no damage at all.</dd>
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<dt>Ability 13 - Causes Fear</dt>
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<dd>Drains morale of target.</dd>
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<dt>Ability 14 - Poisoned Weapon</dt>
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<dd>The weapon poisons any monster it hits.</dd>
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<dt>Ability 14 - Weapon Call Special</dt>
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<dd>The weapon calls a special node every time it hits.</dd>
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</dl>
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<h2>General Abilities (Inherent)</h2>
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@@ -128,27 +147,56 @@ powerful). The Magic Item Adjust field is ignored.</p>
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<dl>
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<dt>Ability 30 - Protection</dt>
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<dd>This partially blocks weapon damage the wielder takes.</dd>
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<dd>This partially blocks damage the wielder takes. The type of damage blocked is
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specified in the second extra data field. The Ability Strength determines how much damage
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is blocked. For weapon damage, the amount blocked is equal to the Ability Strength;
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otherwise, it's equal to one-half the Ability Strength.</dd>
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<dt>Ability 31 - Full Protection</dt>
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<dd>This partially blocks weapon and spell damage the wielder takes.</dd>
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<dt>Ability 32 - Fire protection</dt>
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<dd>This reduces fire damage the wielder takes.</dd>
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<dt>Ability 33 - Cold protection</dt>
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<dd>This reduces cold damage the wielder takes.</dd>
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<dt>Ability 34 - Poison protection</dt>
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<dd>This reduces poison damage the wielder takes.</dd>
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<dt>Ability 35 - Magic protection</dt>
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<dd>This reduces magic damage the wielder takes.</dd>
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<dt>Ability 36 - Acid Protection</dt>
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<dd>Acid sprayed on the wielder is weakened. </dd>
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<dd>This partially blocks weapon and spell damage the wielder takes. It also protects from
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poison.</dd>
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<dt>Ability 32 - Melee Protection</dt>
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<dd>This item behaves as armour even if it isn't. It reduces damage by a die with the
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number of sides specified in Ability Strength. If the item is armour, this is on top of
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the normal damage reduction of the armour.</dd>
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<dt>Ability 33 - Evasion</dt>
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<dd>This reduces the chance of enemies hitting you with melee attacks and non-magical
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missiles. The Ability Strength determines how much less likely they are to hit, as a
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percentage.</dd>
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<dt>Ability 34 - Martyr's Shield</dt>
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<dd>When attacked with this equipped, the enemy will take damage.</dd>
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<dt>Ability 35 - Encumbering</dt>
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<dd>This increases your encumbrance by an amount equal to the Ability Strength.</dd>
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<dt>Ability 36 - Status Protection</dt>
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<dd>Protects you from a negative status effect. The type of status effect is specified in
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the second extra data field. Note that if you specify a beneficial status effect, the
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ability will have no effect. Whenever the specified status effect is received, it is
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reduced by an amount equal to a fraction of the ability strength:
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<ul>
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<li>Sleep, Paralysis, Dumbfound: 1/4</li>
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<li>Poison, Disease, Web, Slow, Curse: 1/2</li>
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<li>Acid: 1</li>
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</ul>
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<p>In addition, if applied to the disease status effect, it makes it wear off more
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quickly.</dd>
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<dt>Ability 37 - Skill</dt>
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<dd>Increases the wielder's chance of hitting in combat. </dd>
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<dt>Ability 38 - Strength</dt>
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<dt>Ability 38 - Boost Statistic</dt>
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<dd>Boosts the wielder's level in the skill specified in the second extra data field. This
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cannot boost max HP or max SP. The Ability Strength is how many extra levels the wielder
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gets. This cannot raise the effective level above 20. It can however raise the effective
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level of Mage or Priest Spells above 7, though there's not much use in doing so - the only
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thing it affects is your chance of breaking a forcecage. If applied to one of the three
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basic stats (Strength, Dexterity, and Intelligence), this ability increases your bonus to
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to that stat by one, but the bonuses are otherwise still based on your actual level in the
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stat. The Ability Strength is still relevant, however, because a few circumstances use the
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modified skill level instead of the stat bonus. These circumstances are: Amount you can carry
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(Strength), Hit chance in unarmed combat (Dexterity), Effectiveness in a mindduel
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(Intelligence).</dd>
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<dd>The wielder's bonuses due to strength are increased.</dd>
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<dt>Ability 39 - Dexterity</dt>
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<dd>The wielder's bonuses due to dexterity are increased.</dd>
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<dt>Ability 40 - Intelligence</dt>
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<dd>The wielder's bonuses due to intelligence are increased.</dd>
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<dt>Ability 39 - Boost Combat Statistics</dt>
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<dd>Like Boost Statistic, above, but applies to all combat statistics simultaneously.</dd>
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<dt>Ability 40 - Boost Magic Statistics</dt>
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<dd>Like Boost Statistic, above, but applies to all magic statistics simultaneously.</dd>
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<dt>Ability 41 - Accuracy</dt>
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<dd>Missile weapons are more accurate.</dd>
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<dt>Ability 42 - Thieving</dt>
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@@ -159,10 +207,16 @@ powerful). The Magic Item Adjust field is ignored.</p>
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<dd>Wielder can carrier more weight. </dd>
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<dt>Ability 45 - Heavier object</dt>
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<dd>Wielder can carry less weight. </dd>
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<dt>Ability 46 - Occasional Bless</dt>
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<dd>Sometimes blesses the wearer in combat. </dd>
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<dt>Ability 47 - Occasional Haste</dt>
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<dd>Sometimes hastes the wearer in combat. </dd>
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<dt>Ability 46 - Occasional Status Effect</dt>
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||||
<dd>Occasionally inflicts a status effect. Which status effect is specified by the second
|
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extra data field. The Ability Strength specifies how much, and the Magic Use Type
|
||||
determines whether it is beneficial or harmful. If the Magic Use Type specifies that it
|
||||
affects a single character, it must be equipped to have its effect, but if the Magic Use
|
||||
Type specifies that it affects the whole party, it need only be carried to have its
|
||||
effect.</dd>
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<dt>Ability 47 - Defensive Call Special</dt>
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<dd>Calls a special node when the wearer is hit in melee combat or by a non-magical
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missile.</dd>
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<dt>Ability 48 - Life Saving (c)</dt>
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<dd>When the wielder takes a death blow, he/she survives and is healed, and the item loses
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a charge. This item must be given charges.</dd>
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@@ -171,10 +225,11 @@ a charge. This item must be given charges.</dd>
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<dt>Ability 50 - Regenerate</dt>
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<dd>Heals wielder occasionally.</dd>
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<dt>Ability 51 - Poison Augment</dt>
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<dd>Wielder's weapon poison more effective.</dd>
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<dt>Ability 52 - Disease Party</dt>
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||||
<dd>When carried (not just equipped), the item occasionally diseases the entire
|
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party.</dd>
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||||
<dd>Wielder's weapon poison more effective. The wielder must poison their weapon first for
|
||||
this ability to have any effect.</dd>
|
||||
<dt>Ability 52 - Radiant</dt>
|
||||
<dd>When worn, this item sometimes increases the light level around you. This can even
|
||||
work in totally dark towns.</dd>
|
||||
<dt>Ability 53 - Will</dt>
|
||||
<dd>Wielder more effective in a mindduel, and resists sleeping and paralysis.</dd>
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||||
<dt>Ability 54 - Free Action</dt>
|
||||
@@ -182,24 +237,23 @@ party.</dd>
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||||
<dt>Ability 55 - Speed</dt>
|
||||
<dd>The wearer gets more action points in combat (powerful).</dd>
|
||||
<dt>Ability 56 - Slow Wearer</dt>
|
||||
<dd>Occasionally slows the wearer in combat.</dd>
|
||||
<dt>Ability 57 - Undead Protection</dt>
|
||||
<dd>Protects from blows received from undead in combat.</dd>
|
||||
<dt>Ability 58 - Demon Protection</dt>
|
||||
<dd>Protects from blows received from demons in combat.</dd>
|
||||
<dt>Ability 59 - Humanoid Protection</dt>
|
||||
<dd>Protects from blows received from humanoids in combat.</dd>
|
||||
<dt>Ability 60 - Reptile Protection</dt>
|
||||
<dd>Protects from blows received from reptiles in combat.</dd>
|
||||
<dt>Ability 61 - Giant Protection</dt>
|
||||
<dd>Protects from blows received from giants in combat.</dd>
|
||||
<dt>Ability 62 - Disease Protection</dt>
|
||||
<dd>Provides resistance from disease.</dd>
|
||||
<dd>The wearer gets fewer action points in combat.</dd>
|
||||
<dt>Ability 57 - Protect from Species</dt>
|
||||
<dd>Protects from blows received in combat from the species specified in the second extra
|
||||
data field. If the specified species is Humanoid, it also protects from Sliths, Nephilim,
|
||||
Vahnatai, and Goblins. If the specified species is Undead, it protects from both normal
|
||||
and skeletal undead. Damage is reduced by an amount equal to one-half the Ability
|
||||
Strength.</dd>
|
||||
<dt>Ability 58 - Lockpicks</dt>
|
||||
<dd>This item can be used as a lockpick. The Ability Strength determines how good a pick
|
||||
it is.</dd>
|
||||
<dt>Ability 59 - Drains Missiles</dt>
|
||||
<dd>Drains missiles twice as fast. This is typically given to bows and crossbows.</dd>
|
||||
</dl>
|
||||
|
||||
<h2>Non-Spell Usable (Usable)</h2>
|
||||
<h2>Usable Abilities</h2>
|
||||
|
||||
<p>Each of these item abilities affects a character's statistics (e.g. health, spell
|
||||
<p>Most of these item abilities affect a character's statistics (e.g. health, spell
|
||||
points) or status (e.g. poison, flying) when the item is used.</p>
|
||||
<p>For each of these abilities, the Ability Strength is a number from 0 to 10, which
|
||||
represents the strength of the ability (0 is weakest, 10 is most powerful). The meaning of
|
||||
@@ -211,7 +265,7 @@ character or the whole party, and whether the item helps or hurts the party.</p>
|
||||
<p>Some of these abilities can only help (like Bliss) or only hurt (like Doom). For these
|
||||
abilities, the Magic Item Adjust values of 0 and 1 have the same effect, and the values 2
|
||||
and 3 have the same effect. Also, some abilities only affect the whole party (like Light
|
||||
or Firewalk).</p>
|
||||
or Firewalk). For these abilities, setting the Magic Item Use type to affect a single PC will have the same effect as the equivalent Whole Party setting.</p>
|
||||
<p><br></p>
|
||||
<p>Example: Suppose you give an item the ability Dumbfound, set Ability Strength to 2, and
|
||||
Magic Item Adjust to 0. Then, when the item is used, the user's level of dumbfounding will
|
||||
@@ -223,114 +277,80 @@ of acid (which means the acid lasts about 5 turns).</p>
|
||||
|
||||
<dl>
|
||||
<dt>Ability 70 - Poison Weapon</dt>
|
||||
<dd>Increases or decreases the amount of poison on the user's/party's weapons. If the item
|
||||
is beneficial, when used, the user has a chance (based on the Poison skill) of poisoning
|
||||
him/herself.</dd>
|
||||
<dt>Ability 71 - Curse/Bless User</dt>
|
||||
<dt>Ability 72 - Cure/Cause Poison</dt>
|
||||
<dt>Ability 73 - Speed/Slow User</dt>
|
||||
<dt>Ability 74 - Add/Lose Invulnerability</dt>
|
||||
<dt>Ability 75 - Add/Lose Magic Resistance</dt>
|
||||
<dt>Ability 76 - Add/Lose Web</dt>
|
||||
<dd>Affects how much web is on the PC/party.</dd>
|
||||
<dt>Ability 77 - Cure/Cause Disease</dt>
|
||||
<dt>Ability 78 - Add/Lose Sanctuary</dt>
|
||||
<dt>Ability 79 - Cure/Cause Dumbfounding</dt>
|
||||
<dt>Ability 80 - Add/Lose Martyrs Shield</dt>
|
||||
<dt>Ability 81 - Cure/Cause Sleep</dt>
|
||||
<dt>Ability 82 - Cure/Cause Paralysis</dt>
|
||||
<dt>Ability 83 - Cure/Cause Acid</dt>
|
||||
<dt>Ability 84 - Bliss</dt>
|
||||
<dd>Both heals and blesses. Only has a positive effect.</dd>
|
||||
<dt>Ability 85 - Add/Lose Experience</dt>
|
||||
<dd>This item is a weapon poison that can be applied to the user's weapon. The Magic Use
|
||||
Type is ignored, and the Ability Strength is the strength of the poison. When used, the
|
||||
user has a chance (based on the Poison skill) of poisoning him/herself.</dd>
|
||||
<dt>Ability 71 - Affect Status</dt>
|
||||
<dd>Affects the level of a status effect on the user. Note that some pairs of status
|
||||
effects are considered opposites, so that curing one is the same as afflicting its
|
||||
opposite. The status effect to affect is specified in the second extra data field, and the
|
||||
Ability Strength specifies how much to change it.</dd>
|
||||
<dt>Ability 72 - Cast Spell</dt>
|
||||
<dd>Casts a spell. The spell is cast as if by a PC of level equal to the Ability Strength
|
||||
with an Intelligence bonus of 1. The second extra data field specifies which spell to
|
||||
cast. For a priest spell, add 100 to the spell number. There are also some extra spells
|
||||
not available to PCs that can be specified here - they have IDs 62-72 and 162-165. You can
|
||||
click the Mage or Priest button to select the spell from a list. The Magic Item Adjust
|
||||
setting is ignored. The additional spells are:
|
||||
<ol start='62'>
|
||||
<li><i>Strengthen Target</i> - Makes the target monster stronger. Still counts as an
|
||||
attack, so casting it on a friendly monster will make it hostile.</li>
|
||||
<li><i>Summon Rat</i> - Summons a Mung Rat.</li>
|
||||
<li><i>Sphere of Frost</i> - Like the Ice Wall spell, but in a circle.</li>
|
||||
<li><i>Goo Bomb</i> - Like the Web spell, but in a larger radius.</li>
|
||||
<li><i>Foul Vapours</i> - Like the Stinking Cloud spell, but in a large circle.</li>
|
||||
<li><i>Sleep Bomb</i> - Like the Sleep Cloud spell, but in a circle.</li>
|
||||
<li><i>Acid Spray</i> - Sprays acid on target.</li>
|
||||
<li><i>Paralyze Beam</i> - Like the Paralyze spell, but affects just a single target.</li>
|
||||
<li><i>Mass Sleep</i> - Like Mass Paralysis, but puts all nearby monsters to sleep.</li>
|
||||
<li><i>Ravage Enemies</i> - Like Slow Group, but also curses enemies.</li>
|
||||
<li><i>Aura of Blades</i> - Places a circle of Blade Walls centered on the caster's location.
|
||||
This will damage the caster as well as anything within range.</li>
|
||||
<li value='162'><i>Dispel Field</i> - This differs from the two Dispel Fields spells (one
|
||||
mage, one priest) in only affecting a single space.</li>
|
||||
<li><i>Distance Shatter</i> - This combines the range of Move Mountains with the area
|
||||
effect of Shatter, destroying any fragile walls in a 3x3 area around the target
|
||||
location.</li>
|
||||
<li><i>Wrack</i> - A weaker version of the Wound spell.</li>
|
||||
<li><i>Unholy Ravaging</i> - Damages, slows, and poisons the targeted monster.</li>
|
||||
</ol>
|
||||
</dd>
|
||||
<dt>Ability 73 - Bliss/Doom</dt>
|
||||
<dd>Bliss heals and blesses. Doom poisons, damages, diseases, dumbfounds, and drains
|
||||
experience. If the Magic Use Type specifies a helpful item, it causes Bliss; otherwise,
|
||||
Doom.</dd>
|
||||
<dt>Ability 74 - Add/Lose Experience</dt>
|
||||
<dd>Experience gained/lost is equal to 5 times Ability Strength.</dd>
|
||||
<dt>Ability 86 - Add/Lose Skill Pts.</dt>
|
||||
<dt>Ability 75 - Add/Lose Skill Pts.</dt>
|
||||
<dd>Amount of skill points gained/lost is equal to Ability Strength.</dd>
|
||||
<dt>Ability 87 - Add/Lose Health</dt>
|
||||
<dt>Ability 76 - Add/Lose Health</dt>
|
||||
<dd>Amount added or lost is 10 times Ability Strength plus or minus a small random amount.
|
||||
Health will not be reduced below 0. This can be as high as 20.</dd>
|
||||
<dt>Ability 88 - Add/Lose Spell Points</dt>
|
||||
<dt>Ability 77 - Add/Lose Spell Points</dt>
|
||||
<dd>Amount added or lost is 5 times Ability Strength plus or minus a small random
|
||||
amount.</dd>
|
||||
<dt>Ability 89 - Doom</dt>
|
||||
<dd>Poisons, damages, diseases, dumbfounds, and drains experience. Only has a negative
|
||||
effect.</dd>
|
||||
<dt>Ability 90 - Light</dt>
|
||||
<dd>Acts as a Light spell.</dd>
|
||||
<dt>Ability 91 - Stealth</dt>
|
||||
<dd>Acts as a Stealth spell.</dd>
|
||||
<dt>Ability 92 - Firewalk</dt>
|
||||
<dd>Acts as a Firewalk spell.</dd>
|
||||
<dt>Ability 93 - Flying</dt>
|
||||
<dd>Acts as a Flying spell.</dd>
|
||||
</dl>
|
||||
|
||||
<h2>Spell Usable (Usable)</h2>
|
||||
|
||||
<p>When an item with one of these abilities is used, it casts a spell (which may need to
|
||||
be targeted). For each of these abilities, the Ability Strength is a number from 0 to 10,
|
||||
which represents the level the spell is cast at (0 is weakest, 10 is most powerful). The
|
||||
meaning of this changes depending on the ability affected. Sometimes, the number affects
|
||||
the duration, sometimes the damage done.</p>
|
||||
<p>The Magic Item Adjust field is not used, except as noted below.</p>
|
||||
|
||||
<dl>
|
||||
<dt>Ability 110 - Flame</dt>
|
||||
<dd>Casts a Flame spell.</dd>
|
||||
<dt>Ability 111 - Fireball</dt>
|
||||
<dd>Casts a Fireball spell.</dd>
|
||||
<dt>Ability 112 - Firestorm</dt>
|
||||
<dd>Casts a Firestorm spell.</dd>
|
||||
<dt>Ability 113 - Kill</dt>
|
||||
<dd>Casts a Kill spell.</dd>
|
||||
<dt>Ability 114 - Ice Bolt</dt>
|
||||
<dd>Casts an Ice Bolt spell.</dd>
|
||||
<dt>Ability 115 - Slow</dt>
|
||||
<dd>Casts a Slow spell.</dd>
|
||||
<dt>Ability 116 - Shockwave</dt>
|
||||
<dd>Casts a Shockwave spell.</dd>
|
||||
<dt>Ability 117 - Dispel Undead</dt>
|
||||
<dd>Casts a Dispel Undead spell.</dd>
|
||||
<dt>Ability 118 - Dispel Spirit</dt>
|
||||
<dd>Casts a Dispel Spirit spell.</dd>
|
||||
<dt>Ability 119 - Summoning</dt>
|
||||
<dd>Summons one monster. The Ability Strength field contains the number of the monster to
|
||||
summon. When the party leaves the scenario, all items of this type are taken away (because
|
||||
the monsters in the next scenario might be completely different).</dd>
|
||||
<dt>Ability 120 - Mass Summoning</dt>
|
||||
<dd>Summons 3-5 monsters. The Ability Strength field contains the number of the monsters
|
||||
to summon.When the party leaves the scenario, all items of this type are taken away
|
||||
(because the monsters in the next scenario might be completely different).</dd>
|
||||
<dt>Ability 121 - Acid Spray</dt>
|
||||
<dd>Sprays acid on target. Amount depends on value of Ability Strength field.</dd>
|
||||
<dt>Ability 122 - Stinking Cloud</dt>
|
||||
<dd>Casts a Stinking Cloud spell.</dd>
|
||||
<dt>Ability 123 - Sleep Field</dt>
|
||||
<dd>Creates a Sleep Field at target.</dd>
|
||||
<dt>Ability 124 - Venom</dt>
|
||||
<dd>Casts a Venom spell.</dd>
|
||||
<dt>Ability 125 - Shockstorm</dt>
|
||||
<dd>Casts a Shockstorm spell. </dd>
|
||||
<dt>Ability 126 - Paralysis</dt>
|
||||
<dd>Casts a Paralysis spell. </dd>
|
||||
<dt>Ability 127 - Web Spell</dt>
|
||||
<dd>Casts a Web spell. </dd>
|
||||
<dt>Ability 128 - Strengthen Target</dt>
|
||||
<dd>Makes the target monster stronger. Can only be used on unfriendly monsters.</dd>
|
||||
<dt>Ability 129 - Quickfire</dt>
|
||||
<dd>Creates quickfire on space where its used.</dd>
|
||||
<dt>Ability 130 - Mass Charm</dt>
|
||||
<dd>Charms all monsters nearby.</dd>
|
||||
<dt>Ability 131 - Magic Map</dt>
|
||||
<dd>Casts a Magic Map spell.</dd>
|
||||
<dt>Ability 132 - Dispel Barrier</dt>
|
||||
<dd>Casts a Dispel Barrier spell.</dd>
|
||||
<dt>Ability 133 - Ice Wall</dt>
|
||||
<dd>Casts an Ice Wall spell.</dd>
|
||||
<dt>Ability 134 - Charm</dt>
|
||||
<dd>Casts a Charm spell.</dd>
|
||||
<dt>Ability 130 - Antimagic Cloud</dt>
|
||||
<dd>Casts an Antimagic Cloud spell.</dd>
|
||||
<dt>Ability 78 - Light</dt>
|
||||
<dd>Affects the party light level. The Ability Strength determines how much, and the Magic
|
||||
Use Type determines whether it increases or decreases the light level.</dd>
|
||||
<dt>Ability 79 - Affect Party Status</dt>
|
||||
<dd>Increases or decreases one of the whole-party status effects - Stealth, Firewall,
|
||||
Flight or Detect Life. The second extra data field specifies which effect, and the Ability
|
||||
Strength determines how much. For Stealth, the Ability Strength is multiplied by 5; for
|
||||
Firewalk, it is multiplied by 2. The Magic Use Type determiens whether it increase or
|
||||
decreases the status effect.</dd>
|
||||
<dt>Ability 80 - Affect Health and Poison</dt>
|
||||
<dd>Affects both health and poison. The amount of poison affected is equal to the Ability Strength, while the amount of health changed is equal to 25 times the Ability Strength.</dd>
|
||||
<dt>Ability 81 - Call Special</dt>
|
||||
<dd>Calls a special node when used.</dd>
|
||||
<dt>Ability 82 - Summoning</dt>
|
||||
<dd>Summons one monster. The Ability Strength field specifies how long the monster stays,
|
||||
while the second extra data field contains the number of the monster to summon. The Magic
|
||||
Item Adjust setting is ignored.</dd>
|
||||
<dt>Ability 83 - Mass Summoning</dt>
|
||||
<dd>Summons 3-5 monsters. Otherwise works just like the above ability.</dd>
|
||||
<dt>Ability 84 - Quickfire</dt>
|
||||
<dd>Creates quickfire on space where its used. The Magic Item Adjust setting is ignored, as
|
||||
are the extra data fields..</dd>
|
||||
</dl>
|
||||
|
||||
<h2>Reagents (Inherent)</h2>
|
||||
@@ -347,41 +367,28 @@ used to cast Mindduel.</p>
|
||||
|
||||
<dl>
|
||||
<dt>Ability 150 - Holly/Toadstool</dt>
|
||||
<dd>Used for Weak Curing, Weak Poison, Clarity</dd>
|
||||
<dt>Ability 151 - Comfrey Root</dt>
|
||||
<dd>Used for Weak Healing, Weak Speed, Strong Healing</dd>
|
||||
<dt>Ability 152 - Glowing Nettle</dt>
|
||||
<dd>Used for Medium Healing, Strong Curing, Medium Speed, Strong Strength</dd>
|
||||
<dt>Ability 153 - Crypt Shroom/Wormgrass</dt>
|
||||
<dd>Used for Weak Speed, Medium Poison, Medium Speed, Weak Power</dd>
|
||||
<dt>Ability 154 - Asptongue Mold</dt>
|
||||
<dd>Used for Weak Power, Strong Poison, Medium Power, Bliss</dd>
|
||||
<dt>Ability 155 - Ember Flowers</dt>
|
||||
<dd>Used for Resurrection Balm, Knowledge Brew, Strong Strength, Strong Power</dd>
|
||||
<dt>Ability 156 - Graymold</dt>
|
||||
<dd>Used for Graymold Salve, Clarity, Strong Healing, Bliss</dd>
|
||||
<dt>Ability 157 - Mandrake</dt>
|
||||
<dd>Used for Killer Poison, Medium Power, Knowledge Brew, Strong Power</dd>
|
||||
<dt>Ability 158 - Sapphire</dt>
|
||||
<dd>Required to cast Magic Map.</dd>
|
||||
<dt>Ability 159 - Smoky Crystal</dt>
|
||||
<dd>Required to cast Mindduel.</dd>
|
||||
<dt>Ability 160 - Resurrection Balm</dt>
|
||||
<dt>Ability 161 - Lockpicks</dt>
|
||||
<dd>This item can be used as a lockpick. The Ability Strength determines how good a pick
|
||||
it is.</dd>
|
||||
</dl>
|
||||
|
||||
<h2>Missiles (Inherent)</h2>
|
||||
|
||||
<p>These abilities can only be given to missile ammunition. The Magic Item Adjust and
|
||||
Ability Strength fields are not used, except as noted below.</p>
|
||||
|
||||
<dl>
|
||||
<dt>Ability 170 - Returning</dt>
|
||||
<dd>This missile is not used up when fired. It is best to only give it one use.</dd>
|
||||
<dt>Ability 171 - Lightning</dt>
|
||||
<dd>Target takes an amount of magical damage equal to the Ability Strength.</dd>
|
||||
<dt>Ability 172 - Exploding</dt>
|
||||
<dd>Fireball explodes at the target, cast at a level equal to the Ability strength.</dd>
|
||||
<dt>Ability 173 - Acid</dt>
|
||||
<dd>Target is sprayed with acid.</dd>
|
||||
<dt>Ability 174 - Slay Undead</dt>
|
||||
<dd>Does major extra damage versus undead.</dd>
|
||||
<dt>Ability 175 - Slay Demon</dt>
|
||||
<dd>Does major extra damage against demons.</dd>
|
||||
<dt>Ability 176 - Heal Target</dt>
|
||||
<dd>Restores health to target.</dd>
|
||||
<dd>Required to cast Raise Dead or Resurrect.
|
||||
<br>Note: For old-format scenarios, this requirement is waived.</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
|
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user