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<h1>Appendix 2 - Item Ability Types</h1>
<p>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.</p>
<p>There are two types of item abilities: usable and inherent.</p>
<ul>
<li><b>Usable abilities:</b> Usable item abilities are only activated by pressing the
items use button on the PC inventory screen. Otherwise, the ability has no effect.
Examples are a wand that shoots fireballs or a healing potion.
<p>Usable abilities are always linked to the items charges. Whenever an item with a usable
ability is actually used, the items amount of charges goes down by 1. When the items
charge level goes down to 0, the item disappears. An item with a usable ability must have
at least 1 charge.</p>
<p>The cash value of an item with a usable ability is calculated differently from normal
items. The items actual cost is its value multiplied by the number of its charges.
(Example: Suppose a Potion of Healing has a value of 100 and 2 charges. This potion would
cost 200 gold and sell for half that.)</li>
<li><b>Inherent Abilities:</b>Inherent abilities are abilities that are always present and
are activated automatically, as opposed to being activated by pressing the Use button on
the PC Inventory screen. Examples are a shield with fire protection (which is activated
automatically when the character takes fire damage) or comfrey root (whose ability it that
it can be used as an alchemical ingredient, and which is used automatically when the party
tries to make a potion with it).
<p>Some inherent abilities have charges (such as alchemical ingredients). When used, the
amount of charges goes down by one. When there are no charges left, the item disappears.
The name of inherent ability types that require charges have a (c) after them.The value of
these items is calculated the same way as for Usable abilities.</p>
<p></li>
</ul>
<p>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:</p>
<ul>
<li><b>Weapon Abilities (Inherent):</b> Abilities of this type can be given to one and two
handed weapons, weapon ammunition (darts, arrows, etc.) and non-ammunition missiles (like
slings). None of these items have charges.</li>
<li><b>General Abilities (Inherent):</b>Abilities of this type can be given to non-missile
items which can be equipped (e.g. rings, armor, sword, but not arrows) but not to items
that cant (e.g. wands, potions). Only a few of these ability types require for the item
having them to have charges.</li>
<li><b>Non-Spell Usable (Usable):</b> Abilities of this type change the status of the
party or individual character in some way, such as making them more or less poisoned, or
raising or lowering health. Abilities of these types can be given to any item thats not a
missile (e.g. arrows, bolts). Being usable item abilities, any item having one of these
abilities must have charges.</li>
<li><b>Spell Usable (Usable):</b> Abilities of this type cast some sort of a spell, such
as firing a fireball or summoning monsters. Abilities of these types can be given to any
item thats not a missile (e.g. arrows, bolts). Being usable item abilities, any item
having one of these abilities must have charges.</li>
<li><b>Reagents (Inherent):</b> Items with these abilities are alchemical ingredients,
spell reagents (e.g. smoky crystals, sapphires), or similar substances. All items with an
ability of this type must have charges, and must be of variety Non-use Object.</li>
<li><b>Missiles (Inherent):</b> These abilities can only be given to missiles (e.g.
arrows, bolts, darts). Each ability is activated when the missile is fired (such as
exploding a fireball on the target space).</li>
</ul>
<p>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.</p>
<dl>
<dt>Ability 0 - No ability</dt>
<dd>The item has no special ability.</dd>
</dl>
<h2>Weapon Abilities (Inherent)</h2>
<p>For each of these abilities, the Ability Strength is a number from 0 to 10, which
represents the strength of the ability (0 is weakest, 10 is most powerful). The Magic Item
Adjust field is ignored.</p>
<dl>
<dt>Ability 1 - Flaming Weapon</dt>
<dd>The weapon does extra fire damage.</dd>
<dt>Ability 2 - Demon slayer</dt>
<dd>Does extra damage to demons. </dd>
<dt>Ability 3 - Undead slayer</dt>
<dd>Does extra damage to undead. </dd>
<dt>Ability 4 - Lizard slayer</dt>
<dd>Does extra damage to lizards. </dd>
<dt>Ability 5 - Giant slayer</dt>
<dd>Does extra damage to giants. </dd>
<dt>Ability 6 - Mage slayer</dt>
<dd>Does extra damage to mages. </dd>
<dt>Ability 7 - Priest slayer</dt>
<dd>Does extra damage to priests. </dd>
<dt>Ability 8 - Bug slayer</dt>
<dd>Does extra damage to insects. </dd>
<dt>Ability 9 - Acidic Weapon</dt>
<dd>Sprays acid on anything it hits.</dd>
<dt>Ability 10 - Soulsucker</dt>
<dd>When it hits, the wielder is healed. </dd>
<dt>Ability 11 - Drain Missiles</dt>
<dd>Drains missiles twice as fast. This only has an effect on bows and crossbows. </dd>
<dt>Ability 12 - Weak Weapon</dt>
<dd>Does less damage than usual. If Ability Strength is 10, does no damage at all.</dd>
<dt>Ability 13 - Causes Fear</dt>
<dd>Drains morale of target.</dd>
<dt>Ability 14 - Poisoned Weapon</dt>
<dd>The weapon poisons any monster it hits.</dd>
</dl>
<h2>General Abilities (Inherent)</h2>
<p>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.</p>
<dl>
<dt>Ability 30 - Protection</dt>
<dd>This partially blocks weapon damage the wielder takes.</dd>
<dt>Ability 31 - Full Protection</dt>
<dd>This partially blocks weapon and spell damage the wielder takes.</dd>
<dt>Ability 32 - Fire protection</dt>
<dd>This reduces fire damage the wielder takes.</dd>
<dt>Ability 33 - Cold protection</dt>
<dd>This reduces cold damage the wielder takes.</dd>
<dt>Ability 34 - Poison protection</dt>
<dd>This reduces poison damage the wielder takes.</dd>
<dt>Ability 35 - Magic protection</dt>
<dd>This reduces magic damage the wielder takes.</dd>
<dt>Ability 36 - Acid Protection</dt>
<dd>Acid sprayed on the wielder is weakened. </dd>
<dt>Ability 37 - Skill</dt>
<dd>Increases the wielder's chance of hitting in combat. </dd>
<dt>Ability 38 - Strength</dt>
<dd>The wielder's bonuses due to strength are increased.</dd>
<dt>Ability 39 - Dexterity</dt>
<dd>The wielder's bonuses due to dexterity are increased.</dd>
<dt>Ability 40 - Intelligence</dt>
<dd>The wielder's bonuses due to intelligence are increased.</dd>
<dt>Ability 41 - Accuracy</dt>
<dd>Missile weapons are more accurate.</dd>
<dt>Ability 42 - Thieving</dt>
<dd>Picking locks and disarming traps is easier. </dd>
<dt>Ability 43 - Giant Strength</dt>
<dd>Improves odds of hitting and damage in combat.</dd>
<dt>Ability 44 - Lighter object</dt>
<dd>Wielder can carrier more weight. </dd>
<dt>Ability 45 - Heavier object</dt>
<dd>Wielder can carry less weight. </dd>
<dt>Ability 46 - Occasional Bless</dt>
<dd>Sometimes blesses the wearer in combat. </dd>
<dt>Ability 47 - Occasional Haste</dt>
<dd>Sometimes hastes the wearer in combat. </dd>
<dt>Ability 48 - Life Saving (c)</dt>
<dd>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.</dd>
<dt>Ability 49 - Prot. from petrify</dt>
<dd>Reduces chance of being petrified.</dd>
<dt>Ability 50 - Regenerate</dt>
<dd>Heals wielder occasionally.</dd>
<dt>Ability 51 - Poison Augment</dt>
<dd>Wielder's weapon poison more effective.</dd>
<dt>Ability 52 - Disease Party</dt>
<dd>When carried (not just equipped), the item occasionally diseases the entire
party.</dd>
<dt>Ability 53 - Will</dt>
<dd>Wielder more effective in a mindduel, and resists sleeping and paralysis.</dd>
<dt>Ability 54 - Free Action</dt>
<dd>Wielder resists sleeping and paralysis.</dd>
<dt>Ability 55 - Speed</dt>
<dd>The wearer gets more action points in combat (powerful).</dd>
<dt>Ability 56 - Slow Wearer</dt>
<dd>Occasionally slows the wearer in combat.</dd>
<dt>Ability 57 - Undead Protection</dt>
<dd>Protects from blows received from undead in combat.</dd>
<dt>Ability 58 - Demon Protection</dt>
<dd>Protects from blows received from demons in combat.</dd>
<dt>Ability 59 - Humanoid Protection</dt>
<dd>Protects from blows received from humanoids in combat.</dd>
<dt>Ability 60 - Reptile Protection</dt>
<dd>Protects from blows received from reptiles in combat.</dd>
<dt>Ability 61 - Giant Protection</dt>
<dd>Protects from blows received from giants in combat.</dd>
<dt>Ability 62 - Disease Protection</dt>
<dd>Provides resistance from disease.</dd>
</dl>
<h2>Non-Spell Usable (Usable)</h2>
<p>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.</p>
<p>For each of these abilities, the Ability Strength is a number from 0 to 10, which
represents the strength of the ability (0 is weakest, 10 is most powerful). The meaning of
this changes depending on the ability affected. Sometimes, the number affects the
duration, sometimes the damage done.</p>
<p>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.</p>
<p></p>
<p>Some of these abilities can only help (like Bliss) or only hurt (like Doom). For these
abilities, the Magic Item Adjust values of 0 and 1 have the same effect, and the values 2
and 3 have the same effect. Also, some abilities only affect the whole party (like Light
or Firewalk).</p>
<p><br></p>
<p>Example: Suppose you give an item the ability Dumbfound, set Ability Strength to 2, and
Magic Item Adjust to 0. Then, when the item is used, the user's level of dumbfounding will
go down a little bit. If Ability Strength is set instead to 10, the user will be totally
cured of Dumbfounding.</p>
<p>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).</p>
<dl>
<dt>Ability 70 - Poison Weapon</dt>
<dd>Increases or decreases the amount of poison on the user's/party's weapons. If the item
is beneficial, when used, the user has a chance (based on the Poison skill) of poisoning
him/herself.</dd>
<dt>Ability 71 - Curse/Bless User</dt>
<dt>Ability 72 - Cure/Cause Poison</dt>
<dt>Ability 73 - Speed/Slow User</dt>
<dt>Ability 74 - Add/Lose Invulnerability</dt>
<dt>Ability 75 - Add/Lose Magic Resistance</dt>
<dt>Ability 76 - Add/Lose Web</dt>
<dd>Affects how much web is on the PC/party.</dd>
<dt>Ability 77 - Cure/Cause Disease</dt>
<dt>Ability 78 - Add/Lose Sanctuary</dt>
<dt>Ability 79 - Cure/Cause Dumbfounding</dt>
<dt>Ability 80 - Add/Lose Martyrs Shield</dt>
<dt>Ability 81 - Cure/Cause Sleep</dt>
<dt>Ability 82 - Cure/Cause Paralysis</dt>
<dt>Ability 83 - Cure/Cause Acid</dt>
<dt>Ability 84 - Bliss</dt>
<dd>Both heals and blesses. Only has a positive effect.</dd>
<dt>Ability 85 - Add/Lose Experience</dt>
<dd>Experience gained/lost is equal to 5 times Ability Strength.</dd>
<dt>Ability 86 - Add/Lose Skill Pts.</dt>
<dd>Amount of skill points gained/lost is equal to Ability Strength.</dd>
<dt>Ability 87 - Add/Lose Health</dt>
<dd>Amount added or lost is 10 times Ability Strength plus or minus a small random amount.
Health will not be reduced below 0. This can be as high as 20.</dd>
<dt>Ability 88 - Add/Lose Spell Points</dt>
<dd>Amount added or lost is 5 times Ability Strength plus or minus a small random
amount.</dd>
<dt>Ability 89 - Doom</dt>
<dd>Poisons, damages, diseases, dumbfounds, and drains experience. Only has a negative
effect.</dd>
<dt>Ability 90 - Light</dt>
<dd>Acts as a Light spell.</dd>
<dt>Ability 91 - Stealth</dt>
<dd>Acts as a Stealth spell.</dd>
<dt>Ability 92 - Firewalk</dt>
<dd>Acts as a Firewalk spell.</dd>
<dt>Ability 93 - Flying</dt>
<dd>Acts as a Flying spell.</dd>
</dl>
<h2>Spell Usable (Usable)</h2>
<p>When an item with one of these abilities is used, it casts a spell (which may need to
be targeted). For each of these abilities, the Ability Strength is a number from 0 to 10,
which represents the level the spell is cast at (0 is weakest, 10 is most powerful). The
meaning of this changes depending on the ability affected. Sometimes, the number affects
the duration, sometimes the damage done.</p>
<p>The Magic Item Adjust field is not used, except as noted below.</p>
<dl>
<dt>Ability 110 - Flame</dt>
<dd>Casts a Flame spell.</dd>
<dt>Ability 111 - Fireball</dt>
<dd>Casts a Fireball spell.</dd>
<dt>Ability 112 - Firestorm</dt>
<dd>Casts a Firestorm spell.</dd>
<dt>Ability 113 - Kill</dt>
<dd>Casts a Kill spell.</dd>
<dt>Ability 114 - Ice Bolt</dt>
<dd>Casts an Ice Bolt spell.</dd>
<dt>Ability 115 - Slow</dt>
<dd>Casts a Slow spell.</dd>
<dt>Ability 116 - Shockwave</dt>
<dd>Casts a Shockwave spell.</dd>
<dt>Ability 117 - Dispel Undead</dt>
<dd>Casts a Dispel Undead spell.</dd>
<dt>Ability 118 - Dispel Spirit</dt>
<dd>Casts a Dispel Spirit spell.</dd>
<dt>Ability 119 - Summoning</dt>
<dd>Summons one monster. The Ability Strength field contains the number of the monster to
summon. When the party leaves the scenario, all items of this type are taken away (because
the monsters in the next scenario might be completely different).</dd>
<dt>Ability 120 - Mass Summoning</dt>
<dd>Summons 3-5 monsters. The Ability Strength field contains the number of the monsters
to summon.When the party leaves the scenario, all items of this type are taken away
(because the monsters in the next scenario might be completely different).</dd>
<dt>Ability 121 - Acid Spray</dt>
<dd>Sprays acid on target. Amount depends on value of Ability Strength field.</dd>
<dt>Ability 122 - Stinking Cloud</dt>
<dd>Casts a Stinking Cloud spell.</dd>
<dt>Ability 123 - Sleep Field</dt>
<dd>Creates a Sleep Field at target.</dd>
<dt>Ability 124 - Venom</dt>
<dd>Casts a Venom spell.</dd>
<dt>Ability 125 - Shockstorm</dt>
<dd>Casts a Shockstorm spell. </dd>
<dt>Ability 126 - Paralysis</dt>
<dd>Casts a Paralysis spell. </dd>
<dt>Ability 127 - Web Spell</dt>
<dd>Casts a Web spell. </dd>
<dt>Ability 128 - Strengthen Target</dt>
<dd>Makes the target monster stronger. Can only be used on unfriendly monsters.</dd>
<dt>Ability 129 - Quickfire</dt>
<dd>Creates quickfire on space where its used.</dd>
<dt>Ability 130 - Mass Charm</dt>
<dd>Charms all monsters nearby.</dd>
<dt>Ability 131 - Magic Map</dt>
<dd>Casts a Magic Map spell.</dd>
<dt>Ability 132 - Dispel Barrier</dt>
<dd>Casts a Dispel Barrier spell.</dd>
<dt>Ability 133 - Ice Wall</dt>
<dd>Casts an Ice Wall spell.</dd>
<dt>Ability 134 - Charm</dt>
<dd>Casts a Charm spell.</dd>
<dt>Ability 130 - Antimagic Cloud</dt>
<dd>Casts an Antimagic Cloud spell.</dd>
</dl>
<h2>Reagents (Inherent)</h2>
<p>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.</p>
<p>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).</p>
<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
used to cast Mindduel.</p>
<dl>
<dt>Ability 150 - Holly/Toadstool</dt>
<dt>Ability 151 - Comfrey Root</dt>
<dt>Ability 152 - Glowing Nettle</dt>
<dt>Ability 153 - Crypt Shroom/Wormgrass</dt>
<dt>Ability 154 - Asptongue Mold</dt>
<dt>Ability 155 - Ember Flowers</dt>
<dt>Ability 156 - Graymold</dt>
<dt>Ability 157 - Mandrake</dt>
<dt>Ability 158 - Sapphire</dt>
<dt>Ability 159 - Smoky Crystal</dt>
<dt>Ability 160 - Resurrection Balm</dt>
<dt>Ability 161 - Lockpicks</dt>
<dd>This item can be used as a lockpick. The Ability Strength determines how good a pick
it is.</dd>
</dl>
<h2>Missiles (Inherent)</h2>
<p>These abilities can only be given to missile ammunition. The Magic Item Adjust and
Ability Strength fields are not used, except as noted below.</p>
<dl>
<dt>Ability 170 - Returning</dt>
<dd>This missile is not used up when fired. It is best to only give it one use.</dd>
<dt>Ability 171 - Lightning</dt>
<dd>Target takes an amount of magical damage equal to the Ability Strength.</dd>
<dt>Ability 172 - Exploding</dt>
<dd>Fireball explodes at the target, cast at a level equal to the Ability strength.</dd>
<dt>Ability 173 - Acid</dt>
<dd>Target is sprayed with acid.</dd>
<dt>Ability 174 - Slay Undead</dt>
<dd>Does major extra damage versus undead.</dd>
<dt>Ability 175 - Slay Demon</dt>
<dd>Does major extra damage against demons.</dd>
<dt>Ability 176 - Heal Target</dt>
<dd>Restores health to target.</dd>
</dl>
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