390 lines
18 KiB
HTML
390 lines
18 KiB
HTML
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<h1>Appendix 2 - 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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items 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 items charges. Whenever an item with a usable
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ability is actually used, the items amount of charges goes down by 1. When the items
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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 items 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 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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<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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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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<dl>
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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>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>
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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 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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<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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</dl>
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<h2>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>
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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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<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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<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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<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 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 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 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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<dt>Ability 49 - Prot. 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 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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<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>Occasionally slows the wearer in combat.</dd>
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<dt>Ability 57 - Undead Protection</dt>
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<dd>Protects from blows received from undead in combat.</dd>
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<dt>Ability 58 - Demon Protection</dt>
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<dd>Protects from blows received from demons in combat.</dd>
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<dt>Ability 59 - Humanoid Protection</dt>
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<dd>Protects from blows received from humanoids in combat.</dd>
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<dt>Ability 60 - Reptile Protection</dt>
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<dd>Protects from blows received from reptiles in combat.</dd>
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<dt>Ability 61 - Giant Protection</dt>
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<dd>Protects from blows received from giants in combat.</dd>
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<dt>Ability 62 - Disease Protection</dt>
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<dd>Provides resistance from disease.</dd>
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</dl>
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<h2>Non-Spell Usable (Usable)</h2>
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<p>Each of these item abilities affects 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).</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>
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<dt>Ability 70 - Poison Weapon</dt>
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<dd>Increases or decreases the amount of poison on the user's/party's weapons. If the item
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is beneficial, when used, the user has a chance (based on the Poison skill) of poisoning
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him/herself.</dd>
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<dt>Ability 71 - Curse/Bless User</dt>
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<dt>Ability 72 - Cure/Cause Poison</dt>
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<dt>Ability 73 - Speed/Slow User</dt>
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<dt>Ability 74 - Add/Lose Invulnerability</dt>
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<dt>Ability 75 - Add/Lose Magic Resistance</dt>
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<dt>Ability 76 - Add/Lose Web</dt>
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<dd>Affects how much web is on the PC/party.</dd>
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<dt>Ability 77 - Cure/Cause Disease</dt>
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<dt>Ability 78 - Add/Lose Sanctuary</dt>
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<dt>Ability 79 - Cure/Cause Dumbfounding</dt>
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<dt>Ability 80 - Add/Lose Martyrs Shield</dt>
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<dt>Ability 81 - Cure/Cause Sleep</dt>
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<dt>Ability 82 - Cure/Cause Paralysis</dt>
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<dt>Ability 83 - Cure/Cause Acid</dt>
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<dt>Ability 84 - Bliss</dt>
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<dd>Both heals and blesses. Only has a positive effect.</dd>
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<dt>Ability 85 - 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 86 - 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 87 - 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 88 - 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 89 - Doom</dt>
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<dd>Poisons, damages, diseases, dumbfounds, and drains experience. Only has a negative
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effect.</dd>
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<dt>Ability 90 - Light</dt>
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<dd>Acts as a Light spell.</dd>
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<dt>Ability 91 - Stealth</dt>
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<dd>Acts as a Stealth spell.</dd>
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<dt>Ability 92 - Firewalk</dt>
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<dd>Acts as a Firewalk spell.</dd>
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<dt>Ability 93 - Flying</dt>
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<dd>Acts as a Flying spell.</dd>
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</dl>
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<h2>Spell Usable (Usable)</h2>
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<p>When an item with one of these abilities is used, it casts a spell (which may need to
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be targeted). For each of these abilities, the Ability Strength is a number from 0 to 10,
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which represents the level the spell is cast at (0 is weakest, 10 is most powerful). The
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meaning of this changes depending on the ability affected. Sometimes, the number affects
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the duration, sometimes the damage done.</p>
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<p>The Magic Item Adjust field is not used, except as noted below.</p>
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<dl>
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<dt>Ability 110 - Flame</dt>
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<dd>Casts a Flame spell.</dd>
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<dt>Ability 111 - Fireball</dt>
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<dd>Casts a Fireball spell.</dd>
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<dt>Ability 112 - Firestorm</dt>
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<dd>Casts a Firestorm spell.</dd>
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<dt>Ability 113 - Kill</dt>
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<dd>Casts a Kill spell.</dd>
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<dt>Ability 114 - Ice Bolt</dt>
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<dd>Casts an Ice Bolt spell.</dd>
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<dt>Ability 115 - Slow</dt>
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<dd>Casts a Slow spell.</dd>
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<dt>Ability 116 - Shockwave</dt>
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<dd>Casts a Shockwave spell.</dd>
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<dt>Ability 117 - Dispel Undead</dt>
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<dd>Casts a Dispel Undead spell.</dd>
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<dt>Ability 118 - Dispel Spirit</dt>
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<dd>Casts a Dispel Spirit spell.</dd>
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<dt>Ability 119 - Summoning</dt>
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<dd>Summons one monster. The Ability Strength field contains the number of the monster to
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summon. When the party leaves the scenario, all items of this type are taken away (because
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the monsters in the next scenario might be completely different).</dd>
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<dt>Ability 120 - Mass Summoning</dt>
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<dd>Summons 3-5 monsters. The Ability Strength field contains the number of the monsters
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to summon.When the party leaves the scenario, all items of this type are taken away
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(because the monsters in the next scenario might be completely different).</dd>
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<dt>Ability 121 - Acid Spray</dt>
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<dd>Sprays acid on target. Amount depends on value of Ability Strength field.</dd>
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<dt>Ability 122 - Stinking Cloud</dt>
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<dd>Casts a Stinking Cloud spell.</dd>
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<dt>Ability 123 - Sleep Field</dt>
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<dd>Creates a Sleep Field at target.</dd>
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<dt>Ability 124 - Venom</dt>
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<dd>Casts a Venom spell.</dd>
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<dt>Ability 125 - Shockstorm</dt>
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<dd>Casts a Shockstorm spell. </dd>
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<dt>Ability 126 - Paralysis</dt>
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<dd>Casts a Paralysis spell. </dd>
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<dt>Ability 127 - Web Spell</dt>
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<dd>Casts a Web spell. </dd>
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<dt>Ability 128 - Strengthen Target</dt>
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<dd>Makes the target monster stronger. Can only be used on unfriendly monsters.</dd>
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<dt>Ability 129 - Quickfire</dt>
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<dd>Creates quickfire on space where its used.</dd>
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<dt>Ability 130 - Mass Charm</dt>
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<dd>Charms all monsters nearby.</dd>
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<dt>Ability 131 - Magic Map</dt>
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<dd>Casts a Magic Map spell.</dd>
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<dt>Ability 132 - Dispel Barrier</dt>
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<dd>Casts a Dispel Barrier spell.</dd>
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<dt>Ability 133 - Ice Wall</dt>
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<dd>Casts an Ice Wall spell.</dd>
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<dt>Ability 134 - Charm</dt>
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<dd>Casts a Charm spell.</dd>
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<dt>Ability 130 - Antimagic Cloud</dt>
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<dd>Casts an Antimagic Cloud spell.</dd>
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</dl>
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<h2>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 his/her inventory. For example, to make a Weak Poison potion, the
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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 (except for Lockpicks).</p>
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<p>The name of each ability represents the ingredient/spell component that the item with
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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>
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<dt>Ability 150 - Holly/Toadstool</dt>
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<dt>Ability 151 - Comfrey Root</dt>
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<dt>Ability 152 - Glowing Nettle</dt>
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<dt>Ability 153 - Crypt Shroom/Wormgrass</dt>
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<dt>Ability 154 - Asptongue Mold</dt>
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<dt>Ability 155 - Ember Flowers</dt>
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<dt>Ability 156 - Graymold</dt>
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<dt>Ability 157 - Mandrake</dt>
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<dt>Ability 158 - Sapphire</dt>
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<dt>Ability 159 - Smoky Crystal</dt>
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<dt>Ability 160 - Resurrection Balm</dt>
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<dt>Ability 161 - 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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</dl>
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<h2>Missiles (Inherent)</h2>
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<p>These abilities can only be given to missile ammunition. The Magic Item Adjust and
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Ability Strength fields are not used, except as noted below.</p>
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<dl>
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<dt>Ability 170 - Returning</dt>
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<dd>This missile is not used up when fired. It is best to only give it one use.</dd>
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<dt>Ability 171 - Lightning</dt>
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<dd>Target takes an amount of magical damage equal to the Ability Strength.</dd>
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<dt>Ability 172 - Exploding</dt>
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<dd>Fireball explodes at the target, cast at a level equal to the Ability strength.</dd>
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<dt>Ability 173 - Acid</dt>
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<dd>Target is sprayed with acid.</dd>
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<dt>Ability 174 - Slay Undead</dt>
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<dd>Does major extra damage versus undead.</dd>
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<dt>Ability 175 - Slay Demon</dt>
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<dd>Does major extra damage against demons.</dd>
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<dt>Ability 176 - Heal Target</dt>
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<dd>Restores health to target.</dd>
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</dl>
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</body>
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</html>
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