Appendix 2 - Item Ability Types

Each item type can have a special ability. The types of abilities available range from shooting fireballs to weapons doing special damage to dragons to items being ingredients for alchemical recipes.

There are two types of item abilities: usable and inherent.

There are six different classes of item ability type, each with its own properties and varieties of items that can possess it. These are listed below, along with whether they are classes of Usable or Inherent abilities:

As mentioned before, each item type has accompanying Ability Strength and Magic Item Adjust targets. For each ability, these two fields have different ranges and different affects, and their values will modify the affects of the item abilities in different ways. What each ability does and how the Ability Strength and Magic Item Adjust fields affect it are described below.

Ability 0 - No ability
The item has no special ability.

Weapon Abilities (Inherent)

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 Magic Item Adjust field is ignored.

Ability 1 - Flaming Weapon
The weapon does extra fire damage.
Ability 2 - Demon slayer
Does extra damage to demons.
Ability 3 - Undead slayer
Does extra damage to undead.
Ability 4 - Lizard slayer
Does extra damage to lizards.
Ability 5 - Giant slayer
Does extra damage to giants.
Ability 6 - Mage slayer
Does extra damage to mages.
Ability 7 - Priest slayer
Does extra damage to priests.
Ability 8 - Bug slayer
Does extra damage to insects.
Ability 9 - Acidic Weapon
Sprays acid on anything it hits.
Ability 10 - Soulsucker
When it hits, the wielder is healed.
Ability 11 - Drain Missiles
Drains missiles twice as fast. This only has an effect on bows and crossbows.
Ability 12 - Weak Weapon
Does less damage than usual. If Ability Strength is 10, does no damage at all.
Ability 13 - Causes Fear
Drains morale of target.
Ability 14 - Poisoned Weapon
The weapon poisons any monster it hits.

General Abilities (Inherent)

For each of these abilities (unless otherwise stated), 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 Magic Item Adjust field is ignored.

Ability 30 - Protection
This partially blocks weapon damage the wielder takes.
Ability 31 - Full Protection
This partially blocks weapon and spell damage the wielder takes.
Ability 32 - Fire protection
This reduces fire damage the wielder takes.
Ability 33 - Cold protection
This reduces cold damage the wielder takes.
Ability 34 - Poison protection
This reduces poison damage the wielder takes.
Ability 35 - Magic protection
This reduces magic damage the wielder takes.
Ability 36 - Acid Protection
Acid sprayed on the wielder is weakened.
Ability 37 - Skill
Increases the wielder's chance of hitting in combat.
Ability 38 - Strength
The wielder's bonuses due to strength are increased.
Ability 39 - Dexterity
The wielder's bonuses due to dexterity are increased.
Ability 40 - Intelligence
The wielder's bonuses due to intelligence are increased.
Ability 41 - Accuracy
Missile weapons are more accurate.
Ability 42 - Thieving
Picking locks and disarming traps is easier.
Ability 43 - Giant Strength
Improves odds of hitting and damage in combat.
Ability 44 - Lighter object
Wielder can carrier more weight.
Ability 45 - Heavier object
Wielder can carry less weight.
Ability 46 - Occasional Bless
Sometimes blesses the wearer in combat.
Ability 47 - Occasional Haste
Sometimes hastes the wearer in combat.
Ability 48 - Life Saving (c)
When the wielder takes a death blow, he/she survives and is healed, and the item loses a charge. This item must be given charges.
Ability 49 - Prot. from petrify
Reduces chance of being petrified.
Ability 50 - Regenerate
Heals wielder occasionally.
Ability 51 - Poison Augment
Wielder's weapon poison more effective.
Ability 52 - Disease Party
When carried (not just equipped), the item occasionally diseases the entire party.
Ability 53 - Will
Wielder more effective in a mindduel, and resists sleeping and paralysis.
Ability 54 - Free Action
Wielder resists sleeping and paralysis.
Ability 55 - Speed
The wearer gets more action points in combat (powerful).
Ability 56 - Slow Wearer
Occasionally slows the wearer in combat.
Ability 57 - Undead Protection
Protects from blows received from undead in combat.
Ability 58 - Demon Protection
Protects from blows received from demons in combat.
Ability 59 - Humanoid Protection
Protects from blows received from humanoids in combat.
Ability 60 - Reptile Protection
Protects from blows received from reptiles in combat.
Ability 61 - Giant Protection
Protects from blows received from giants in combat.
Ability 62 - Disease Protection
Provides resistance from disease.

Non-Spell Usable (Usable)

Each of these item abilities affects a character's statistics (e.g. health, spell points) or status (e.g. poison, flying) when the item is used.

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 this changes depending on the ability affected. Sometimes, the number affects the duration, sometimes the damage done.

The Item Use Properties buttons affect whether using the item affects just the using character or the whole party, and whether the item helps or hurts the party.

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).


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 go down a little bit. If Ability Strength is set instead to 10, the user will be totally cured of Dumbfounding.

Example: Suppose you give an item the ability Cause/Cure Acid, set Ability Strength to 5, and Magic Item Adjust to 3. When someone uses the item, the entire party gets 5 levels of acid (which means the acid lasts about 5 turns).

Ability 70 - Poison Weapon
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.
Ability 71 - Curse/Bless User
Ability 72 - Cure/Cause Poison
Ability 73 - Speed/Slow User
Ability 74 - Add/Lose Invulnerability
Ability 75 - Add/Lose Magic Resistance
Ability 76 - Add/Lose Web
Affects how much web is on the PC/party.
Ability 77 - Cure/Cause Disease
Ability 78 - Add/Lose Sanctuary
Ability 79 - Cure/Cause Dumbfounding
Ability 80 - Add/Lose Martyrs Shield
Ability 81 - Cure/Cause Sleep
Ability 82 - Cure/Cause Paralysis
Ability 83 - Cure/Cause Acid
Ability 84 - Bliss
Both heals and blesses. Only has a positive effect.
Ability 85 - Add/Lose Experience
Experience gained/lost is equal to 5 times Ability Strength.
Ability 86 - Add/Lose Skill Pts.
Amount of skill points gained/lost is equal to Ability Strength.
Ability 87 - Add/Lose Health
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.
Ability 88 - Add/Lose Spell Points
Amount added or lost is 5 times Ability Strength plus or minus a small random amount.
Ability 89 - Doom
Poisons, damages, diseases, dumbfounds, and drains experience. Only has a negative effect.
Ability 90 - Light
Acts as a Light spell.
Ability 91 - Stealth
Acts as a Stealth spell.
Ability 92 - Firewalk
Acts as a Firewalk spell.
Ability 93 - Flying
Acts as a Flying spell.

Spell Usable (Usable)

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.

The Magic Item Adjust field is not used, except as noted below.

Ability 110 - Flame
Casts a Flame spell.
Ability 111 - Fireball
Casts a Fireball spell.
Ability 112 - Firestorm
Casts a Firestorm spell.
Ability 113 - Kill
Casts a Kill spell.
Ability 114 - Ice Bolt
Casts an Ice Bolt spell.
Ability 115 - Slow
Casts a Slow spell.
Ability 116 - Shockwave
Casts a Shockwave spell.
Ability 117 - Dispel Undead
Casts a Dispel Undead spell.
Ability 118 - Dispel Spirit
Casts a Dispel Spirit spell.
Ability 119 - Summoning
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).
Ability 120 - Mass Summoning
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).
Ability 121 - Acid Spray
Sprays acid on target. Amount depends on value of Ability Strength field.
Ability 122 - Stinking Cloud
Casts a Stinking Cloud spell.
Ability 123 - Sleep Field
Creates a Sleep Field at target.
Ability 124 - Venom
Casts a Venom spell.
Ability 125 - Shockstorm
Casts a Shockstorm spell.
Ability 126 - Paralysis
Casts a Paralysis spell.
Ability 127 - Web Spell
Casts a Web spell.
Ability 128 - Strengthen Target
Makes the target monster stronger. Can only be used on unfriendly monsters.
Ability 129 - Quickfire
Creates quickfire on space where its used.
Ability 130 - Mass Charm
Charms all monsters nearby.
Ability 131 - Magic Map
Casts a Magic Map spell.
Ability 132 - Dispel Barrier
Casts a Dispel Barrier spell.
Ability 133 - Ice Wall
Casts an Ice Wall spell.
Ability 134 - Charm
Casts a Charm spell.
Ability 130 - Antimagic Cloud
Casts an Antimagic Cloud spell.

Reagents (Inherent)

To perform alchemy or cast certain spells, the alchemist/caster must have items with certain abilities in his/her inventory. For example, to make a Weak Poison potion, the maker must have an item with the Holly ability, or to cast a Magic Map spell, the caster must have an item with the Sapphire ability.

These items must have charges, representing the number of times they can be used. The Magic Item Adjust and Ability Strength fields are not used (except for Lockpicks).

The name of each ability represents the ingredient/spell component that the item with that ability can substitute for. For example, a gem with the ability Smoky Crystal can be used to cast Mindduel.

Ability 150 - Holly/Toadstool
Ability 151 - Comfrey Root
Ability 152 - Glowing Nettle
Ability 153 - Crypt Shroom/Wormgrass
Ability 154 - Asptongue Mold
Ability 155 - Ember Flowers
Ability 156 - Graymold
Ability 157 - Mandrake
Ability 158 - Sapphire
Ability 159 - Smoky Crystal
Ability 160 - Resurrection Balm
Ability 161 - Lockpicks
This item can be used as a lockpick. The Ability Strength determines how good a pick it is.

Missiles (Inherent)

These abilities can only be given to missile ammunition. The Magic Item Adjust and Ability Strength fields are not used, except as noted below.

Ability 170 - Returning
This missile is not used up when fired. It is best to only give it one use.
Ability 171 - Lightning
Target takes an amount of magical damage equal to the Ability Strength.
Ability 172 - Exploding
Fireball explodes at the target, cast at a level equal to the Ability strength.
Ability 173 - Acid
Target is sprayed with acid.
Ability 174 - Slay Undead
Does major extra damage versus undead.
Ability 175 - Slay Demon
Does major extra damage against demons.
Ability 176 - Heal Target
Restores health to target.