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423 lines
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<h1>Appendix B - Item Ability Types</h1>
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<p>Each item type can have a special ability. The types of abilities available range from
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shooting fireballs to weapons doing special damage to dragons to items being ingredients
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for alchemical recipes.</p>
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<p>There are two types of item abilities: usable and inherent.</p>
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<ul>
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<li><b>Usable abilities:</b> Usable item abilities are only activated by pressing the
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item's use button on the PC inventory screen. Otherwise, the ability has no effect.
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Examples are a wand that shoots fireballs or a healing potion.
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<p>Usable abilities are always linked to the item's charges. Whenever an item with a usable
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ability is actually used, the item's amount of charges goes down by 1. When the item's
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charge level goes down to 0, the item disappears. An item with a usable ability must have
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at least 1 charge.</p>
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<p>The cash value of an item with a usable ability is calculated differently from normal
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items. The item's actual cost is its value multiplied by the number of its charges.
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(Example: Suppose a Potion of Healing has a value of 100 and 2 charges. This potion would
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cost 200 gold and sell for half that.)</li>
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<li><b>Inherent Abilities:</b> Inherent abilities are abilities that are always present and
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are activated automatically, as opposed to being activated by pressing the Use button on
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the PC Inventory screen. Examples are a shield with fire protection (which is activated
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automatically when the character takes fire damage) or comfrey root (whose ability it that
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it can be used as an alchemical ingredient, and which is used automatically when the party
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tries to make a potion with it).
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<p>Some inherent abilities have charges (such as alchemical ingredients). When used, the
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amount of charges goes down by one. When there are no charges left, the item disappears.
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The name of inherent ability types that require charges have a (c) after them. The value of
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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 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><a href='#weapon'>Weapon Abilities</a>: 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><a href='#general'>General Abilities</a>: 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><a href='#usable'>Usable Abilities</a>: 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><a href='#reagent'>Reagents</a>: 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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</ul>
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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 effects (the first field is usually Ability Strength), and their values will
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modify the effects 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 class='autolink'>
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<dt>Ability 0 - No ability</dt>
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<dd>The item has no special ability.</dd>
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</dl>
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<h2 id='weapon'>Weapon Abilities (Inherent)</h2>
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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><!-- TODO: Double-check the expected ranges -->
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<dl class='autolink'>
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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. 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 - Weapon Call Special</dt>
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<dd>The weapon calls a special node every time it hits.</dd>
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<dt>Ability 15 - HP Damage</dt>
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<dd>The weapon's damage is multiplied by the wielder's health ratio, meaning it does less damage as they lose health and only 1 damage when they are on the verge of death.</dd>
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<dt>Ability 16 - Inverse HP Damage</dt>
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<dd>The weapon's damage is multiplied by the inverse of the wielder's health ratio, meaning it does more damage as they lose health and only 1 damage when they are at full health.</dd>
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<dt>Ability 17 - SP Damage</dt>
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<dd>The weapon's damage is multiplied by the wielder's energy ratio, meaning it does less damage as they lose energy and only 1 damage when they are completely depleted.</dd>
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<dt>Ability 18 - Inverse SP Damage</dt>
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<dd>The weapon's damage is multiplied by the inverse of the wielder's energy ratio, meaning it does more damage as they lose energy and only 1 damage when they are at full energy.</dd>
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</dl>
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<h2 id='general'>General Abilities (Inherent)</h2>
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<p>For each of these abilities (unless otherwise stated), the Ability Strength is a number
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from 0 to 10, which represents the strength of the ability (0 is weakest, 10 is most
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powerful). The Magic Item Adjust field is ignored.</p>
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<dl class='autolink'>
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<dt>Ability 30 - Protection</dt>
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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. It also protects from
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poison.</dd>
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<dt>Ability 32 - Magery</dt>
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<dd>This item makes your mage spells stronger.</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 - 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
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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 - 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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<dd>Picking locks and disarming traps is easier. </dd>
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<dt>Ability 43 - Giant Strength</dt>
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<dd>Improves odds of hitting and damage in combat.</dd>
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<dt>Ability 44 - Lighter object</dt>
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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 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
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determines whether it is beneficial or harmful. If the Magic Use Type specifies that it
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affects a single character, it must be equipped to have its effect, but if the Magic Use
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Type specifies that it affects the whole party, it need only be carried to have its
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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, they survive and are healed, and the item loses
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a charge. This item must be given charges.</dd>
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<dt>Ability 49 - Protect from petrify</dt>
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<dd>Reduces chance of being petrified.</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 is more effective. The wielder must poison their weapon first for
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this ability to have any effect.</dd>
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<dt>Ability 52 - Radiant</dt>
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<dd>When worn, this item sometimes increases the light level around you. This can even
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work in totally dark towns.</dd>
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<dt>Ability 53 - Will</dt>
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<dd>Wielder more effective in a mindduel, and resists sleeping and paralysis.</dd>
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<dt>Ability 54 - Free Action</dt>
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<dd>Wielder resists sleeping and paralysis.</dd>
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<dt>Ability 55 - Speed</dt>
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<dd>The wearer gets more action points in combat (powerful).</dd>
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<dt>Ability 56 - Slow Wearer</dt>
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<dd>The wearer gets fewer action points in combat.</dd>
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<dt>Ability 57 - Protect from Species</dt>
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<dd>Protects from blows received in combat from the species specified in the second extra
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data field. If the specified species is Humanoid, it also protects from Sliths, Nephilim,
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Vahnatai, and Goblins. If the specified species is Undead, it protects from both normal
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and skeletal undead. Damage is reduced by an amount equal to one-half the Ability
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Strength.</dd>
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<dt>Ability 58 - Lockpicks</dt>
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<dd>This item can be used as a lockpick. The Ability Strength determines how good a pick
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it is.</dd>
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<dt>Ability 59 - Drains Missiles</dt>
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<dd>Drains missiles twice as fast. This is typically given to bows and crossbows.</dd>
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<dt>Ability 60 - Drop Call Special</dt>
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<dd>Calls a special node when dropped on the ground.</dd>
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</dl>
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<h2 id='usable'>Usable Abilities</h2>
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<p>Most of these item abilities affect a character's statistics (e.g. health, spell
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points) or status (e.g. poison, flying) when the item is used.</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 meaning of
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this changes depending on the ability affected. Sometimes, the number affects the
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duration, sometimes the damage done.</p>
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<p>The Item Use Properties buttons affect whether using the item affects just the using
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character or the whole party, and whether the item helps or hurts the party.</p>
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<p></p>
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<p>Some of these abilities can only help (like Bliss) or only hurt (like Doom). For these
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abilities, the Magic Item Adjust values of 0 and 1 have the same effect, and the values 2
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and 3 have the same effect. Also, some abilities only affect the whole party (like Light
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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>
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<p><br></p>
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<p>Example: Suppose you give an item the ability Dumbfound, set Ability Strength to 2, and
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Magic Item Adjust to 0. Then, when the item is used, the user's level of dumbfounding will
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go down a little bit. If Ability Strength is set instead to 10, the user will be totally
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cured of Dumbfounding.</p>
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<p>Example: Suppose you give an item the ability Cause/Cure Acid, set Ability Strength to
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5, and Magic Item Adjust to 3. When someone uses the item, the entire party gets 5 levels
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of acid (which means the acid lasts about 5 turns).</p>
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<dl class='autolink'>
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<dt>Ability 70 - Poison Weapon</dt>
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<dd>This item is a weapon poison that can be applied to the user's weapon. The Magic Use
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Type is ignored, and the Ability Strength is the strength of the poison. When used, the
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user has a chance (based on the Poison skill) of poisoning themself.</dd>
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<dt>Ability 71 - Affect Status</dt>
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<dd>Affects the level of a status effect on the user. Note that some pairs of status
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effects are considered opposites, so that curing one is the same as afflicting its
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opposite. The status effect to affect is specified in the second extra data field, and the
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Ability Strength specifies how much to change it.</dd>
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<dt>Ability 72 - Cast Spell</dt>
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<dd>Casts a spell. The spell is cast as if by a PC of level equal to the Ability Strength
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with an Intelligence bonus of 1. The second extra data field specifies which spell to
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cast. For a priest spell, add 100 to the spell number. There are also some extra spells
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not available to PCs that can be specified here - they have IDs 62-77 and 162-167. You can
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click the Mage or Priest button to select the spell from a list. The Magic Item Adjust
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setting is ignored. The additional spells are:
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<ol start='62'>
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<li><i>Strengthen Target</i> - Makes the target monster stronger. Still counts as an
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attack, so casting it on a friendly monster will make it hostile.</li>
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<li><i>Summon Rat</i> - Summons a Mung Rat.</li>
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<li><i>Sphere of Frost</i> - Like the Ice Wall spell, but in a circle.</li>
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<li><i>Goo Bomb</i> - Like the Web spell, but in a larger radius.</li>
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<li><i>Foul Vapours</i> - Like the Stinking Cloud spell, but in a large circle.</li>
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<li><i>Sleep Bomb</i> - Like the Sleep Cloud spell, but in a circle.</li>
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<li><i>Acid Spray</i> - Sprays acid on target.</li>
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<li><i>Paralyze Beam</i> - Like the Paralyze spell, but affects just a single target.</li>
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<li><i>Mass Sleep</i> - Like Mass Paralysis, but puts all nearby monsters to sleep.</li>
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<li><i>Ravage Enemies</i> - Like Slow Group, but also curses enemies.</li>
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<li><i>Aura of Blades</i> - Places a circle of Blade Walls centered on the caster's location.
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This will damage the caster as well as anything within range.</li>
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<li><i>Icy Rain</i> - Like Firestorm, but deals cold damage.</li>
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<li><i>Aura of Flames</i> - All adjacent spaces take fire damage.</li>
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<li><i>Summon Aid</i> - Like Summoning, but only summons one creature.</li>
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<li><i>Major Summon Aid</i> - Like Major Summoning, but only summons one creature.</li>
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<li><i>Flash Step</i> - Lets you target a space and, if the space is empty, immediately
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teleports the character there. Only usable in combat.</li>
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<li value='162'><i>Dispel Field</i> - This differs from the two Dispel Fields spells (one
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mage, one priest) in only affecting a single space.</li>
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<li><i>Distance Shatter</i> - This combines the range of Move Mountains with the area
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effect of Shatter, destroying any fragile walls in a 3x3 area around the target
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location.</li>
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<li><i>Wrack</i> - A weaker version of the Wound spell.</li>
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<li><i>Unholy Ravaging</i> - Damages, slows, and poisons the targeted monster.</li>
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<li><i>Augmentation</i> - Healing that may exceed your max health. If it does, the bonus
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hit points slowly wear off even when you don't take any damage, and disappear entirely
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when you exit town or end outdoor combat.</li>
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<li><i>Nirvana</i> - Gives one player enlightenment (the inverse of dumbfounding) and
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bonus spell points, which work much like bonus hit points as described above.</li>
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</ol>
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</dd>
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<dt>Ability 73 - Bliss/Doom</dt>
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<dd>Bliss heals and blesses. Doom poisons, damages, diseases, dumbfounds, and drains
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experience. If the Magic Use Type specifies a helpful item, it causes Bliss; otherwise,
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Doom.</dd>
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<dt>Ability 74 - Add/Lose Experience</dt>
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<dd>Experience gained/lost is equal to 5 times Ability Strength.</dd>
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<dt>Ability 75 - Add/Lose Skill Pts.</dt>
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<dd>Amount of skill points gained/lost is equal to Ability Strength.</dd>
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<dt>Ability 76 - Add/Lose Health</dt>
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<dd>Amount added or lost is 10 times Ability Strength plus or minus a small random amount.
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Health will not be reduced below 0. This can be as high as 20.</dd>
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<dt>Ability 77 - Add/Lose Spell Points</dt>
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<dd>Amount added or lost is 5 times Ability Strength plus or minus a small random
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amount.</dd>
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<dt>Ability 78 - Light</dt>
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<dd>Affects the party light level. The Ability Strength determines how much, and the Magic
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Use Type determines whether it increases or decreases the light level.</dd>
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<dt>Ability 79 - Affect Party Status</dt>
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<dd>Increases or decreases one of the whole-party status effects - Stealth, Firewall,
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Flight or Detect Life. The second extra data field specifies which effect, and the Ability
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Strength determines how much. For Stealth, the Ability Strength is multiplied by 5; for
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Firewalk, it is multiplied by 2. The Magic Use Type determiens whether it increase or
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decreases the status effect.</dd>
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<dt>Ability 80 - Affect Health and Poison</dt>
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<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>
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<dt>Ability 81 - Call Special</dt>
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<dd>Calls a special node when used.</dd>
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<dt>Ability 82 - Summoning</dt>
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<dd>Summons one monster. The Ability Strength field specifies how long the monster stays,
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|
while the second extra data field contains the number of the monster to summon. The Magic
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|
Item Adjust setting is ignored.</dd>
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<dt>Ability 83 - Mass Summoning</dt>
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<dd>Summons 3-5 monsters. Otherwise works just like the above ability.</dd>
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<dt>Ability 84 - Quickfire</dt>
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<dd>Creates quickfire on space where its used. The Magic Item Adjust setting is ignored, as
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are the extra data fields..</dd>
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<dt>Ability 85 - Book</dt>
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<dd>The item is a book which gives some textual information when used. A book does not
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consume any charges when used. To set the contents of the book, edit the item description.
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At the end of the description, add three vertical bars (<tt>|</tt>) followed by the
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content of the book. If you want, you can add another three vertical bars followed by a
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|
second string. Note that there is limited space for the strings in the dialog.</dd>
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</dl>
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<h2 id='reagent'>Reagents (Inherent)</h2>
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<p>To perform alchemy or cast certain spells, the alchemist/caster must have items with
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|
certain abilities in their 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
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|
must have an item with the Sapphire ability.</p>
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|
<p>These items must have charges, representing the number of times they can be used. The
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Magic Item Adjust and Ability Strength fields are not used.</p>
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|
<p>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
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|
used to cast Mindduel.</p>
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<dl class='autolink'>
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<dt>Ability 150 - Holly/Toadstool</dt>
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<dd>Used for Weak Curing, Weak Poison, Clarity</dd>
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<dt>Ability 151 - Comfrey Root</dt>
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|
<dd>Used for Weak Healing, Weak Speed, Strong Healing</dd>
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<dt>Ability 152 - Glowing Nettle</dt>
|
|
<dd>Used for Medium Healing, Strong Curing, Medium Speed, Strong Strength</dd>
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|
<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>
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|
<dt>Ability 155 - Ember Flowers</dt>
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|
<dd>Used for Resurrection Balm, Knowledge Brew, Strong Strength, Strong Power</dd>
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|
<dt>Ability 156 - Graymold</dt>
|
|
<dd>Used for Graymold Salve, Clarity, Strong Healing, Bliss</dd>
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<dt>Ability 157 - Mandrake</dt>
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|
<dd>Used for Killer Poison, Medium Power, Knowledge Brew, Strong Power</dd>
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<dt>Ability 158 - Sapphire</dt>
|
|
<dd>Required to cast Magic Map.</dd>
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<dt>Ability 159 - Smoky Crystal</dt>
|
|
<dd>Required to cast Mindduel.</dd>
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|
<dt>Ability 160 - Resurrection Balm</dt>
|
|
<dd>Required to cast Raise Dead or Resurrect.
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|
<br>Note: For old-format scenarios, this requirement is waived.</dd>
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|
</dl>
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</div>
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</body>
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</html>
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