arch/artifacts

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# Describe all artifacts available, that is modifications to generic items.
#
# An artifact changes items with the same 'type', and optionally a matching name.
#
# Only generated items (in treasures and monsters) are affected, items defined
# on a map are not changed.
#
# Running crossfire with -m3 creates a nice list of this
# table. Good for debugging if you seem to have problems with
# some entry.
#
# Each artifact definition must start with an "Allowed" keyword, followed with a comma
# separated list of items that this artifact is allowed for.
# The name can be 'all' to indicate any item with the right type is allowed.
# A ! can precede the object name, to mean that the object is allowed for all
# objects except those with that name.
# The name will be matched to either the normal item name, or the name of the archetype.
#
# After the 'Allowed <whatever>' field, a 'chance <value>' field
# follows. This is how likely the item is to be created. It is relative
# to other objects of the same type. What happens is that all of the
# artifacts with the same type are put on 1 list, and their chance
# field is summed together. Then, when an artifact is created,
# a roll is made based on that sum, and the appropriate artifact
# is chosen. If the item being transformed can not turn into that
# artifact (magic bonus, difficulty (see below), or just not 'Allowed'),
# it will be re-rolled, attempting to make an artifact again. The number
# of re-rolls attempted is determined in the treasure.c file. It is,
# by default, 1.
#
# 'chance' is meaningless if there is only 1 artifact of a certain
# type. It will always be generated, no matter what the chance
# is set to. As such, if adding an artifact for a new type,
# make sure there are at least two, unless you always want
# that specific one to be generated.
#
#
# 'difficulty <value>' can also be included before the 'Object <name>'
# field. If set, the difficulty must be greater or equal to that
# value in order to the object to be created. This can make it so that
# some items are never created on easy maps.
#
#
# The 'Object <title>' introduces the changes to be applied.
# 'title' will be given to the item, as 'of title'.
# So an artifact 'Silvered Edge' applied on a 'sword' gives a 'sword of Silvered Edge'.
#
# Values until the 'end' keyword are modifiers to the base item.
#
# Attributes ('str', 'dex', etc.) are modifiers to the previous
# value - positive will increase it by that much, negative
# will decrease it.
#
# 'cursed' and 'damned' flags will make the object cursed/damned.
# no way to remove cursed/damnedness right now. If the
# object is cursed, the present magic value will become
# negative (ie, a +1 sword will become -1 cursed.)
#
# 'path_attuned', 'path_denied' and 'path_repelled' values are OR'd to existing values.
#
# 'resistances' are modifiers to the previous value.
#
# 'luck', 'exp', 'wc' and 'ac' increase the value by that amount (which means
# a negative value will decrease the value)
#
# 'lifesave', 'reflect_spell', 'reflect_missile', 'stealth', 'xrays',
# 'reflecting', and 'invisible' sets the appropriate value
# in the new artifact. No way to remove these abilities.
#
# if 'stand_still' is set, the object will not be animated
# (useful if giving an artifact a new image when the object
# it is being created from is animated).
#
# 'nrof' is the number of object to be created. A range
# of 1-nrof of objects will be created. If 0, then the
# default number of the item will be used instead.
#
# 'hp', 'maxhp', 'sp', 'maxsp', 'food', 'level', 'grace', 'maxgrace' have this: If the value is
# positive, it is increased by that amount. If negative, the
# artifact is created with that value absolute (ie, hp -5
# will create an artifact with hp value of 5)
#
# 'dam': If negative, absolute value is used (as in
# hp, maxhp, etc. above). If positive, it acts as a percentage
# in increments of 10 (a value of 10 has the normal value, 5
# would be half normal, 20 twice, etc.
#
# 'weight', 'last_sp', 'gen_sp_armour' is in percent (200 would
# be twice normal, 50 half of normal) if positive. If negative,
# the absolute value is used (so -5 would give 5);
#
# 'value' is a multiplier to the previous value (value 10
# means the object is worth 10 times normal)
#
# the 'material', 'attacktype', 'slaying', and 'msg' elements will
# replace exiting values.
#
# 'magic' is the mininum magic for an item to become that artifact.
#
# 'item_power' replaces the item's value.
#
# 'face' if defined replaces the item's face.
# If 'face_suffix' is defined, the artifact will have the face named
# '<base item's face>_<face suffix>' if it exists, else no change is done.
# The suffix is applied taking account the .111 or .1xx suffix for most faces.
# So 'bag.111' with a 'holding' suffix will give 'bag_holding.111'.
# In doubt, check compute_face_name() in artifact.c for details.
# If 'face' is set, 'face_suffix' is ignored.
#
# 'animation' if defined replaces the item's animation.
# If 'animation_suffix' is defined, the artifact will have the
# '<base item's animation>_<animation suffix>' animation if it exists, else no
# change is done.
# If 'animation' is set, 'animation_suffix' is ignored.
# If an animation with or without suffix is defined and valid for the item,
# it takes precedences over the face with or without suffix.
#
# Other key-values not part of an item's regular fields are copied to the item as-is.
#
# Items in inventory (through an "arch xxx", like in maps)
# will be copied into the item's inventory.
#
# If the value is not described above, changing it probably is
# not supported.
#
#
# Try to keep common types of items together. For example, keep
# all helmets types together, all weapon types, etc. From there,
# try to group by subtype (plate mails, leathers, chains, crowns,
# etc.) This just makes it easier to find stuff.
#
#
# Monsters
# Note: Only generated monsters are affected (just like items) - monsters
# already on the map are not affected. Also, many of the values (exp, hp,
# maxhp) are fixed addition values, so if creating generic types (like the
# Leader and Chief types), you what to keep the Allowed monsters at roughly
# the same power.
# As of now, 1:10 monsters can become artifact monsters. This is set in
# time.c
Allowed orc
chance 10
Object Leader
type 0
wc 1
ac 1
hp 12
maxhp 12
exp 20
level 1
resist_physical 20
dam 13
face orc_leader.111
animation orc_leader_arc
end
#
Allowed goblin
chance 10
Object Leader
type 0
wc 1
ac 1
hp 10
maxhp 10
exp 20
level 1
resist_physical 20
dam 13
face goblin_leader.151
animation goblin_leader_arc
end
#
Allowed gnoll
chance 10
Object Leader
type 0
wc 1
ac 1
hp 13
maxhp 13
exp 20
level 1
resist_physical 20
dam 13
face gnoll_leader.111
animation gnoll_leader_arc
end
#
Allowed ogre
chance 10
Object Leader
type 0
wc 1
ac 1
hp 15
maxhp 15
exp 20
level 1
resist_physical 20
dam 13
face ogre_leader.111
animation ogre_leader_arc
end
#
Allowed skeleton
chance 5
Object Leader
type 0
hp 15
maxhp 15
exp 40
level 2
resist_physical 20
dam 1
face skeleton_leader.111
animation skeleton_leader_arc
end
#
Allowed beholder
chance 5
Object Leader
type 0
wc 5
ac 2
hp 15
maxhp 5
exp 500
level 2
resist_physical 40
dam 15
face beholder_leader.111
animation beholder_leader_arc
end
#
Allowed orc
chance 2
Object Chief
type 0
wc 2
ac 2
hp 20
maxhp 20
exp 80
level 2
resist_physical 30
dam 14
face orc_chief.111
animation orc_chief_arc
end
#
Allowed goblin
chance 2
Object Chief
type 0
wc 2
ac 2
hp 20
maxhp 20
exp 100
level 2
resist_physical 30
dam 13
face goblin_chief.111
animation goblin_chief_arc
end
#
Allowed gnoll
chance 2
Object Chief
type 0
wc 2
ac 2
hp 20
maxhp 20
exp 100
level 2
resist_physical 30
dam 14
face gnoll_chief.111
animation gnoll_chief_arc
end
#
Allowed ogre
chance 2
Object Chief
type 0
wc 2
ac 2
hp 22
maxhp 22
exp 150
level 2
resist_physical 30
dam 19
face ogre_chief.111
animation ogre_chief_arc
end
#
Allowed skeleton
chance 2
Object Chief
type 0
wc 1
hp 10
maxhp 15
exp 50
level 2
resist_physical 40
dam 1
face skeleton_chief.111
animation skeleton_chief_arc
end
#
# Just to fix probability some.
Allowed orc,goblin,ogre,gnoll,beholder
chance 20
Object NONE
end
#
# Weapons:
#
Allowed all
chance 10
Object Ilrya
type 15
value 10
weight 80
msg
This weapon is made of lighter and more expensive material.
endmsg
end
#
Allowed all
chance 5
Object Lythander
type 15
value 20
luck 1
weight 90
item_power 1
end
#
Allowed all
chance 5
Object Fear
type 15
value 30
attacktype 16385
resist_fear 100
weight 90
item_power 2
end
#
Allowed all
chance 20
Object Woe
type 15
cursed 1
Str -1
Con -1
Dex -1
Wis -1
Int -1
Pow -1
Cha -1
luck -1
value 5
end
#
Allowed all
chance 20
Object Mass
type 15
value 5
cursed 1
weight 300
dam 15
wc -3
end
#
Allowed all
chance 10
Object Gnarg
type 15
value 10
dam 12
resist_poison 30
Cha -1
item_power 1
end
#
Allowed all
chance 6
Object Zormola
type 15
value 15
weight 80
wc 2
resist_fear 5
msg
Zormola was a great female orcish warrior making efficient use of most weapons and known for her courage on the battlefield.
endmsg
item_power 2
end
#
Allowed club,morningstar,large_morningstar,big_club,mace,mace_2,sflail1
chance 3
Object the Brute
type 15
value 3
dam 15
wc 1
ac -5
msg
Bash first, ask questions never.
endmsg
item_power 5
end
#
# Throwing hammer that reflects off walls
Allowed hammer_2
chance 16
Object Reflection
type 15
value 2
reflecting 1
end
#
Allowed all
chance 5
Object Ixalovh
type 15
value 10
sp 1
grace 1
magic 1
item_power 1
end
#
Allowed axe,axe_2,axe_3,axe_4,axe_5,battle_axe,stoneaxe,poleaxe,morningstar,large_morningstar,nunchacu_1,nunchacu_2,hammer,mace,mace_2,lspear,spear,club,quarterstaff,big_club,stonehammer,stake,bonecrusher,mjoellnir,skullcleaver
chance 20
Object Vitality
type 15
value 50
hp 1
dam 11
magic 2
item_power 1
end
#
Allowed all
chance 20
Object Kragi
type 15
value 50
magic 3
Con 1
dam 11
item_power 1
end
#
Allowed all
chance 6
Object Morgul
type 15
value 15
magic 3
dam 20
wc -3
Str -2
Dex -2
Con -2
damned 1
msg
Morgul was a Dark Mage who built a tower in the hope of creating a bridge with the skies so that demons could attack heavens. Although he was defeated, some weapons are still influenced by his dark magic.
endmsg
end
#
Allowed all
chance 5
Object Slay Ogre
type 15
slaying ogre
value 20
magic 1
item_power 2
end
#
Allowed all
chance 15
Object Valriel
type 15
slaying demon
last_sp 120
value 30
magic 2
msg
This weapon faintly glows with a warm radiance that casts no shadows.
Just holding it gives you the courage to send the most evil monsters back to whatever Hell they came from.
endmsg
item_power 2
end
#
Allowed all
chance 15
Object Gorokh
type 15
slaying angel
last_sp 120
value 30
magic 2
msg
This weapon faintly glows with a dark radiance that makes shadows seem deeper and darker than they should be. You have a strong feeling that even the mightiest champions of light must fall to such powerful darkness.
endmsg
item_power 2
end
#
Allowed all
chance 8
Object the Devourers
type 15
value 30
attacktype 65553
magic 1
msg
This weapon radiates a bone-chilling aura of otherworldly cold.
endmsg
item_power 2
end
#
Allowed all
chance 3
Object Doom
type 15
damned 1
Str -5
Con -5
Dex -5
Wis -5
Int -5
Pow -5
Cha -5
value 30
magic 1
end
#
Allowed all
chance 20
Object Crolmi
type 15
value 40
magic 3
Str 1
weight 110
msg
This weapon shares with its owner a bit of the strength of Crolmi, the Dwarven Spirit of Rocks and Mountains.
endmsg
item_power 1
end
#
Allowed all
chance 2
Object Great Mass
type 15
value 50
damned 1
weight 600
dam 25
wc -5
end
#
Allowed all
chance 2
Object Slay Troll
type 15
slaying troll
value 50
magic 2
item_power 2
end
#
Allowed all
chance 2
Object Slay Undead
type 15
slaying undead
value 50
magic 2
msg
This vicious weapon is designed specifically for destroying any abominations that have risen from their graves and making sure they stay dead this time.
endmsg
item_power 2
end
#
Allowed all
chance 1
Object Slay Dragon
type 15
slaying dragon
value 100
magic 3
item_power 2
end
#
Allowed all
chance 1
Object Slay Beholder
type 15
slaying beholder
value 150
resist_magic 20
magic 3
item_power 3
end
#
Allowed all
chance 10
Object Rhyz
type 15
value 80
magic 4
Str 1
Dex 1
weight 90
msg
The Archmage Rhyz devised many items that increased the strength and dexterity of their owners.
endmsg
item_power 2
end
#
Allowed all
chance 10
Object Glamdri
type 15
value 150
magic 4
resist_magic 30
Int 1
Pow 1
weight 90
msg
This weapon is dedicated to Glamdri the Last Standing One, a lesser spirit of light that represents original thinking used to get out of difficult situations.
endmsg
item_power 5
end
#
Allowed all
chance 5
Object Berserkergang
type 15
value 15
magic 4
dam 30
wc 7
Str 7
Dex 7
Con 7
Int -10
Wis -10
Cha -15
resist_magic 20
material 256
weight 50
exp 3
hp 2
msg
This weapon burns with a supernatural rage: its anger invests the wielder and empowers him. However, it also clouds his thoughts, and drool is very unattractive.
endmsg
attacktype 16385
damned 1
end
#
# This item is attack type weaponmagic. It only happens in weapons that
# are already pretty magical (+3 or better). Thus, while the chance
# may look high, since there are not that many +3 or better weapons
# created, it will not be created that often.
#
Allowed all
chance 10
Object Magic Hitting
type 15
magic 3
value 20
attacktype 256
item_power 1
end
#
Allowed axe,axe_2,axe_3,axe_4,axe_5,battle_axe,hammer,skullcleaver,mjoellnir,bonecrusher,frost_hammer
chance 10
Object Mostrai
type 15
magic 1
value 12
dam 14
weight 115
end
#
Allowed sword,sabre,rapier,scimitar,light_sword,katana_1,falchion
chance 90
Object Occidental Mages
type 15
magic 2
value 20
resist_physical 1
msg
The Ancient School of Occidental Mages created that weapon during the Empire Wars, charging it with their Chaotic Powers.
endmsg
arch event_attacks
title Python
slaying /python/items/weapon_occidental_mages.py
end
end
# It looks like a normal weapon, but then is anything but if you use it.
Allowed all
chance 1
difficulty 10
Object Souls
type 15
value 1000
msg
This weapon pulses with a malevolent glow. It whispers into your mind of its hunger, and promises infinite power if you satiate it.
endmsg
arch event_apply
title Python
slaying /python/items/curse_on_apply.py
end
arch event_drop
title Python
slaying /python/items/lose_buffs_on_drop.py
end
arch event_throw
title Python
slaying /python/items/lose_buffs_on_drop.py
end
end
#
#
# Swords (subtype of weapons)
#
Allowed sword,sabre,rapier,scimitar,light_sword,katana_1,falchion
chance 10
Object Poisoning
type 15
value 20
weight 80
attacktype 1025
item_power 1
end
#
#
# Metal Weapons
#
Allowed dagger,light_sword,shortsword,shortsword_2,taifu_1,trident,axe,axe_2,axe_3,axe_4,axe_5,battle_axe,poleaxe,morningstar,large_morningstar,hammer,mace,mace_2,lspear,spear,sword,sword_2,sword_3,sabre,rapier,rapier,scimitar,katana_1,falchion,broadsword,broadsword_2
chance 5
Object Sorig
type 15
magic 1
value 15
weight 95
attacktype 9
last_sp 125
item_power 1
end
#
Allowed trident
chance 5
Object Ixalovh
type 15
magic 2
value 20
weight 20
attacktype 17
resist_fire -10
Dex 2
Cha -1
Con -1
item_power 2
end
#
Allowed dagger,axe,axe_2,axe_3,axe_4,axe_5,battle_axe,sword,sword_2,sword_3,sabre,rapier,scimitar,light_sword,katana_1,falchion,broadsword,broadsword_2,shortsword,shortsword_2,morningstar,large_morningstar,hammer,mace,mace_2,lspear,spear,poleaxe,taifu_1,trident
chance 5
Object Ruggilli
type 15
magic 1
value 15
weight 85
attacktype 5
item_power 1
last_sp 110
end
# Silvered Edge (meant to be primarily a crafted item, so its rarer than its power level indicates it should be)
Allowed dagger,axe,axe_2,axe_3,axe_4,axe_5,battle_axe,sword,sword_2,sword_3,sword_4,sabre,rapier,scimitar,light_sword,katana_1,falchion,broadsword,broadsword_2,shortsword,shortsword_2,lspear,spear,poleaxe,taifu_1,trident,vlongsword,sicklesword,serp_sword,t_dagger,sickle1,t_star1,sai1,sai2,kama1,kama2,scythe1,punch_dagger
chance 1
difficulty 15
Object Silvered Edge
material 8194
materialname silver
type 15
value 10
# The silver coating adds a little bit of weight
weight 101
slaying vampire
attacktype 2
end
#
# Daggers (subtype of weapons)
#
Allowed dagger,punch_dagger
chance 10
Object Poisoning
type 15
value 20
weight 80
attacktype 1025
item_power 1
end
#
Allowed dagger,punch_dagger
chance 10
Object Paralysis
type 15
value 30
weight 80
attacktype 4097
item_power 1
end
#
Allowed dagger
chance 10
Object Madness
type 15
value 10
weight 80
attacktype 33
item_power 1
end
#
#
# Helmets
#
Allowed helmet, crown
chance 6
Object Xebinon
type 34
value 35
gen_sp_armour -2
path_attuned 1024
sp 1
magic 2
msg
This valuable item created by the Archdaemonist Xebinon enhances the mind of its wearer and channels the powers of magic. It has a small influence on its wearer's ability to regenerate spell points.
endmsg
item_power 1
end
#
Allowed all
chance 1
Object Blindness
type 34
is_blind 1
magic 1
cursed 1
end
#
Allowed !crown
chance 1
Object Confusion
type 34
confused 1
magic 1
msg
You seem to hear whispers coming from this helmet. They are unintelligible, however, without donning it.
endmsg
cursed 1
end
#
Allowed full helmet,helmet
chance 1
Object Dark Vision
type 34
can_see_in_dark 1
value 10
item_power 1
end
#
Allowed full helmet,helmet
chance 1
Object Might
type 34
value 500
magic 2
Str 1
Con 1
Dex 1
item_power 3
end
#
Allowed full helmet
chance 20
Object Valriel
type 34
value 50
magic 2
Wis 1
Cha 1
item_power 2
end
#
Allowed full helmet
chance 4
Object Argoth
type 34
value 25
magic 1
ac 1
Cha 1
resist_fire 30
resist_physical 8
msg
Argoth was an ancient dwarven city in a mountain which was infested with dragons. The dwarves specialized in equipment which helped them survive their environment.
endmsg
item_power 3
end
#
Allowed !crown
chance 10
Object Ilrya
type 34
value 10
weight 80
msg
This helmet is made of lighter and more expensive material.
endmsg
end
#
Allowed !crown
chance 5
Object Lythander
type 34
value 20
luck 1
weight 90
item_power 1
end
#
Allowed !crown
chance 20
Object Mass
type 34
value 5
cursed 1
weight 400
end
#
Allowed !crown
chance 2
Object Great Mass
type 34
value 50
damned 1
weight 1000
end
#
Allowed all
chance 6
Object Stupidity
type 34
value 15
magic 1
Int -10
damned 1
end
#
Allowed all
chance 5
Object Sorig
type 34
value 20
ac 1
magic 1
resist_physical 8
resist_electricity 40
item_power 3
end
#
Allowed all
chance 3
Object Doom
type 34
damned 1
Str -5
Con -5
Dex -5
Wis -5
Int -5
Pow -5
Cha -5
value 30
magic 1
end
#
Allowed all
chance 20
Object Woe
type 34
cursed 1
Str -1
Con -1
Dex -1
Wis -1
Int -1
Pow -1
Cha -1
luck -1
value 5
end
#
# Crowns start here (subset of helmets )
#
Allowed crown
chance 1
Object the Magi
type 34
value 500
sp 2
Int 2
Pow 2
item_power 6
end
#
Allowed crown
chance 1
Object Fire
type 34
value 100
resist_fire 30
path_attuned 2
path_repelled 4
item_power 2
end
#
Allowed crown
chance 10
Object Lordliness
magic 2
type 34
value 10
Cha 2
item_power 2
end
#
Allowed crown
chance 6
Object Rulership
type 34
value 15
magic 3
Cha 1
Wis 1
item_power 2
end
#
Allowed crown
chance 4
Object Might
type 34
value 25
magic 3
Con 1
Str 1
item_power 2
end
#
# Shields
#
Allowed all
chance 10
Object Ilrya
type 33
value 10
weight 80
msg
This shield is made of lighter and more expensive material.
endmsg
end
#
Allowed all
chance 20
Object Mass
type 33
value 5
cursed 1
weight 400
end
#
Allowed all
chance 2
Object Great Mass
type 33
value 50
damned 1
weight 1000
end
#
Allowed all
chance 2
Object Deflection
type 33
value 50
magic 2
ac 3
weight 110
msg
This highly enchanted shield is craftfully made to give more protection than usual.
endmsg
item_power 2
end
#
Allowed all
chance 8
Object Mostrai
type 33
value 24
magic 1
resist_fire 20
item_power 1
end
#
Allowed all
chance 8
Object Gnarg
type 33
magic 1
value 12
Cha -1
ac 1
resist_physical 10
end
# A little bit of good-humored puns -- a kite shield of flight.
Allowed kite_shield
chance 5
difficulty 2
Object Flight
type 33
magic 1
value 100
exp 2
weight 40
msg
This winged shield feels markedly light, as if it could float away in a strong breeze.
Someone appears to have affixed a string to the base of the shield as a contingency.
endmsg
move_type fly_low
item_power 10
end
# This one is amazingly rare, I would be surprised if I ever saw one!
Allowed high_shield
chance 1
difficulty 10
Object holy light
type 33
magic 3
value 1200
weight 90
Cha 5
ac 4
reflect_spell 1
resist_physical 50
resist_drain 100
resist_ghosthit 60
resist_fire 25
resist_cold 25
glow_radius 1
face holyshield.111
msg
Passed down from one of the elder this shield is amazing. Its soft glow hides a deep power which you can almost taste. It soon dawns on you that this must be one of the most prized shields of all the lands.
endmsg
item_power 25
end
#
Allowed all
chance 3
Object Doom
type 33
damned 1
Str -5
Con -5
Dex -5
Wis -5
Int -5
Pow -5
Cha -5
value 30
magic 1
end
#
Allowed all
chance 20
Object Woe
type 33
cursed 1
Str -1
Con -1
Dex -1
Wis -1
Int -1
Pow -1
Cha -1
luck -1
value 5
end
#
Allowed all
chance 8
Object Gnarg
type 33
magic 1
value 12
Cha -1
ac 1
resist_physical 10
end
#
#
#
# Gauntlets / Gloves
#
Allowed gauntlets
chance 5
Object Sorig
type 100
resist_physical 8
resist_electricity 35
attacktype 8
weight 125
value 175
item_power 3
end
#
Allowed gloves,gloves_b
chance 10
Object Havok
type 100
dam -4
wc 2
resist_physical 8
weight 125
value 175
item_power 2
end
#
Allowed gloves,gloves_b
chance 10
Object Sorig
type 100
resist_physical 5
resist_electricity 30
weight 125
value 10
item_power 2
end
#
Allowed all
chance 20
Object bladed steel
type 100
resist_physical 10
dam -2
material 8194
materialname steel
weight 125
value 40
end
#
Allowed gauntlets
chance 20
Object the Titans
type 100
resist_physical 10
dam -8
weight 2500
value 40
end
#
Allowed gloves,gloves_b
chance 20
Object marksmanship
type 100
resist_physical 2
wc 4
weight 95
value 40
item_power 4
end
#
Allowed gloves
chance 20
Object oiled leather
material 8200
materialname leather
type 100
resist_acid 25
Cha -4
Dex -2
weight 115
value 40
end
#
# Armour
#
Allowed all
chance 10
Object Ilrya
type 16
value 10
weight 80
msg
This armour is made of lighter and more expensive material.
endmsg
end
#
Allowed all
chance 20
Object Mass
type 16
value 5
cursed 1
weight 300
end
#
Allowed all
chance 2
Object Great Mass
type 16
value 50
damned 1
weight 1000
end
#
Allowed all
chance 6
Object Clumsiness
type 16
value 15
Dex -1
cursed 1
end
#
Allowed plate_mail,scale_mail
chance 6
Object Valriel
type 16
value 20
resist_physical 5
resist_blind 40
weight 110
magic 1
item_power 2
end
#
Allowed plate_mail,scale_mail,b_scale_mail,b_plate_mail
chance 6
Object Gorokh
type 16
value 15
ac 2
resist_magic 15
resist_fear 30
resist_physical 15
weight 105
magic 1
item_power 3
end
#
Allowed plate_mail,scale_mail,b_scale_mail,b_plate_mail
chance 6
Object Gnarg
type 16
value 15
ac 1
resist_poison +45
resist_magic -10
weight 105
magic 1
item_power 2
end
#
Allowed plate_mail,scale_mail,dragon_mail,b_scale_mail
chance 6
Object Blazing Fires
type 16
value 55
ac 1
resist_physical 15
resist_fire 35
weight 90
magic 2
item_power 3
end
#
# Blue dragon mail equivalent to Blazing Fires
Allowed plate_mail,scale_mail,blue_dragon_mail,b_scale_mail
chance 6
Object Crackling Charge
type 16
value 55
ac 1
resist_physical 15
resist_electricity 35
weight 90
magic 2
item_power 3
end
#
# Green dragon mail equivalent to Blazing Fires
Allowed plate_mail,scale_mail,green_dragon_mail,b_scale_mail
chance 6
Object Winter's Grasp
type 16
value 55
ac 1
resist_physical 15
resist_cold 35
weight 90
magic 2
item_power 3
end
#
Allowed all
chance 10
Object Gaea
type 16
value 25
ac 1
hp 1
resist_drain 30
resist_deplete 30
resist_death 30
resist_physical 10
magic 2
item_power 5
end
#
Allowed all
chance 6
Object Protection
type 16
value 15
ac 2
resist_physical 20
magic 3
msg
The quality of this superb armour is extreme; it gives much more protection than any made today.
It is very old, probably from some lost civilization who had much better skills, but it doesn't look worn at all. It is obviously highly enchanted.
endmsg
item_power 3
end
#
Allowed all
chance 6
Object Berwean
type 16
value 15
ac -1
resist_physical 8
last_sp 150
exp 1
weight 70
msg
This armour is made of very light and expensive material. As a result you can move much faster in it, but it gives a bit worse protection than normal armour.
endmsg
end
#
Allowed all
chance 3
Object Doom
type 16
damned 1
Str -5
Con -5
Dex -5
Wis -5
Int -5
Pow -5
Cha -5
value 30
magic 1
end
#
Allowed all
chance 20
Object Woe
type 16
cursed 1
Str -1
Con -1
Dex -1
Wis -1
Int -1
Pow -1
Cha -1
luck -1
value 5
end
#
Allowed plate_mail,b_plate_mail
chance 1
Object Power
type 16
value 150
magic 4
Str 1
resist_fire 30
weight 200
last_sp 5
resist_physical 20
ac 1
msg
This extremely unique platemail was made for the line of dwarven kings in one of the vanished northern kingdoms of old.
Due to its magic, it will fit creatures of any size.
It is highly enchanted, increasing the strength of the wearer and protecting against fire. Unfortunately it is also very heavy, limiting speed somewhat.
endmsg
item_power 4
end
#
Allowed plate_mail
chance 5
Object Prowess
type 16
resist_physical 30
weight 250
ac 1
Str 2
Dex 2
Int -5
Pow -5
value 100
msg
This very heavy armour gives protection greater than normal mail. It is created for fighters - the high weight and the fact that it clouds the mind makes it unsuitable for mages. It increases the wearer's strength and dexterity, making him even more fearsome in battle.
endmsg
end
#
Allowed leather_armour,mithril_chainmail
chance 10
Object Irial
type 16
value 10
Cha 1
msg
This armour, which is of elven origin, is beautifully decorated with ancient emblems.
endmsg
item_power 1
end
#
# Robes (subtype of armor)
#
Allowed robe
chance 10
Object Displacement
type 16
value 100
ac 3
msg
This robe blurs the vision of those trying to attack, making the wearer more difficult to hit.
endmsg
item_power 3
end
#
Allowed robe
chance 10
Object metal weave
face metalrobe.111
material 2
type 16
value 100
weight 150
resist_physical 15
ac 3
msg
This magical robe is somehow woven of metal fibers.
endmsg
item_power 3
end
#
# Dresses (subtype of armor)
# because why not have heavily enchanted dresses possible?
#
Allowed dress1,dress2,dress3
chance 15
Object Conjuration
sp 3
type 16
value 15
path_attuned 18496
msg
Not every wizard wears robes.
endmsg
item_power 5
end
#
Allowed dress1,dress2,dress3
chance 15
Object the Priestess
Cha 2
Wis 1
path_attuned 590081
type 16
value 20
item_power 10
magic 1
end
#
Allowed dress1,dress2,dress3
chance 20
Object Constraint
Dex -2
exp -2
ac -2
wc -2
last_sp -2
cursed 1
type 16
value 2
msg
The design of this dress clearly was not intended for the wearer to move at more than a slow pace.
It's too tight in all the wrong places, and too loose in others.
endmsg
end
#
Allowed dress1,dress2,dress3
chance 10
Object the Duelist
resist_physical 20
ac 2
type 16
value 25
last_sp 3
item_power 6
weight 400
msg
A protective layer is sewn into the fabric, probably for protection at high-profile, fancy gatherings.
It also seems to have been designed to allow for decent mobility while still looking like a normal dress.
endmsg
end
#
# Apron-specific artifacts.
#
#
# An enchanted butcher's apron.
Allowed lapron
chance 12
Object the Butcher
type 16
resist_physical 10
Str 1
value 35
item_power 6
weight 150
end
#
# Rings
#
# Ring of Thieves
#
Allowed all
chance 20
Object Thieves
value 80
type 70
face ring_thieves.111
animation ring_thieves
client_anim_random 1
exp 5
Dex 3
stealth 1
can_see_in_dark 1
item_power 10
end
#
#Ring of Fighting
#
Allowed all
chance 32
Object Fighting
face ring_fighting.117
type 70
value 30
Str 1
Con 1
exp 2
wc 2
dam 2
hp 1
item_power 9
end
#
#Ring of Combat
#
Allowed all
chance 8
Object Combat
type 70
face ring_combat.117
value 130
Str 1
Con 1
Dex 1
wc 2
exp 3
magic -1
resist_physical 10
resist_magic -5
dam 2
hp 1
item_power 8
end
#
#
#Ring of Strife
#
Allowed all
chance 4
Object Strife
type 70
face ring_strife.117
value 230
exp 4
Str 2
Con 2
Dex 2
Wis -1
Int -1
wc 2
magic -1
resist_physical 20
resist_magic -15
ac 1
dam 3
hp 2
item_power 6
end
#
#Ring of War
#
Allowed all
chance 1
Object War
face ring_war.117
type 70
value 350
Str 3
Con 3
Dex 3
Int -1
Wis -1
Pow -1
magic -5
exp 5
resist_physical 30
resist_magic -20
hp 3
dam 5
ac 2
wc 3
item_power 7
end
#
#Ring of Ice
#
Allowed all
chance 33
Object Ice
face ring_ice.111
animation ring_ice
client_anim_random 1
anim_speed 5
type 70
value 30
resist_cold 30
path_attuned 4
msg
This elemental ring is one of those made at the Guild of Magicks by the powerful wizards who survived the ancient war of the elementals.
The wielder is surrounded by a thin, almost invisible, globe of warmth; which protects against cold. It also grants its holder greater control of cold spells.
endmsg
item_power 3
end
#
Allowed all
chance 28
Object Fire
face ring_fire.111
animation ring_fire
client_anim_random 1
anim_speed 5
type 70
value 35
resist_fire 30
path_attuned 2
msg
This elemental ring is one of those made at the Guild of Magicks by the powerful wizards who survived the ancient war of the elementals.
The wielder is surrounded by a thin, almost invisible, globe of coolness; which protects against heat. It also grants the holder greater facility with fire spells.
endmsg
item_power 3
end
#
Allowed all
chance 40
Object Storm
face ring_storm.111
animation ring_storm
client_anim_random 1
type 70
value 25
resist_electricity 30
path_attuned 8
msg
This elemental ring is one of those made at the Guild of Magicks by the powerful wizards who survived the ancient war of the elementals.
The wielder is surrounded by a thin, almost invisible, grid of force; which protects against electricity. It also gives facility with electricity spells.
endmsg
item_power 3
end
#
Allowed all
chance 13
Object Magic
face ring_magic.111
animation ring_magic
client_anim_random 1
type 70
value 80
sp 1
Pow 1
resist_magic 20
msg
Most highlevel wizards receive one of these from their guild when they become its leader.
endmsg
item_power 3
end
#
Allowed all
chance 7
Object Ancient Magic
face ring_ancient_magic.111
animation ring_ancient_magic
client_anim_random 1
type 70
value 150
sp 2
Int 1
Pow 1
resist_magic 25
item_power 5
end
#
Allowed all
chance 4
Object High Magic
face ring_high_magic.111
animation ring_high_magic
client_anim_random 1
type 70
value 250
sp 2
material 256
Int 2
Pow 2
resist_magic 30
item_power 7
end
#
# Slaying balrog--aint no such thing as a balrog yet, but.. when there is...
# Mithrandir's magic ring--gives power according to the ability of the user
#
Allowed all
chance 1
Object Mithrandir
slaying Balrog
face ring.117
type 70
value 450
sp 2
Int 2
material 256
Pow 2
resist_magic 30
resist_fire 20
path_attuned 2
item_power 9
end
#
# Galadriel's magic ring. She used it for the protection and healing
# of her land in Lord of the Rings
#
Allowed all
chance 1
Object Adamant
face ring.117
type 70
value 450
sp 3
material 256
Int 3
Pow 2
resist_magic 30
resist_drain 100
path_attuned 257
item_power 15
end
#
# Elrond's magic ring. It was the greatest of the three rings.
#
Allowed all
chance 1
Object Elrond
face ring.117
type 70
value 550
sp 3
material 256
Int 3
Pow 3
resist_magic 30
resist_drain 100
resist_deplete 100
path_attuned 259
item_power 25
end
#
# The One Ring to rule them all
#
Allowed all
chance 1
difficulty 6
Object Ruling
face ring.117
type 70
value 1750
sp 5
Int 3
Pow 3
Wis 2
Con -2
Cha -2
msg
One Ring to rule them all,
One Ring to find them,
One Ring to bring them all
and in the darkness bind them.
endmsg
food 2
stealth 1
ac 6
material 256
resist_magic 40
resist_ghosthit -100
path_attuned 606
path_repelled 257
item_power 15
end
#
# Beguilement
#
Allowed all
chance 13
Object Beguilement
face ring.117
type 70
value 50
Cha 3
item_power 3
end
#
# Ring of the Dark Priest
#
Allowed all
chance 4
Object the Dark Priest
face ring.117
type 70
value 50
Cha -1
material 256
path_attuned 131072
path_repelled 256
Wis 1
Pow 1
can_see_in_dark 1
grace 1
item_power 3
end
#
# Ring of the Healer
#
Allowed all
chance 4
Object the Healer
face ring.117
type 70
value 50
Cha 1
material 256
path_attuned 256
path_repelled 131072
Wis 1
Pow 1
grace 1
item_power 4
end
#
# Ring of the Paladin
#
Allowed all
chance 4
Object the Paladin
face ring.117
type 70
value 50
Cha 1
path_attuned 65536
path_repelled 64
Wis 1
material 256
Pow 1
grace 1
item_power 4
end
#
# Ring of the Prelate
#
Allowed all
chance 7
Object the Prelate
face ring.117
type 70
value 250
Cha 1
path_attuned 65664
Wis 2
material 256
Pow 1
grace 2
item_power 7
end
#
# Ring of the Demon Priest
#
Allowed all
chance 2
difficulty 6
Object the Demon Priest
face ring.117
type 70
material 256
value 250
Cha -2
path_attuned 131136
path_repelled 256
resist_fire 30
Wis 2
Pow 2
grace 2
can_see_in_dark 1
item_power 6
end
#
# Ring of Benevolence
#
Allowed all
chance 2
difficulty 6
Object Benevolence
face ring.117
type 70
material 256
value 250
Cha 2
path_attuned 257
path_repelled 131072
Wis 2
Pow 2
grace 2
resist_magic 30
item_power 7
msg
This ring is blessed by the gods who do good, and protects a little against the power of those who twist natural forces to do harm.
endmsg
end
#
# Ring of the Crusade
#
Allowed all
chance 2
difficulty 6
Object the Crusade
face ring.117
type 70
value 250
material 256
Cha 2
path_attuned 65664
Wis 2
Pow 2
resist_drain 100
grace 2
item_power 14
end
#
# Ring of the Death Priest
#
Allowed all
chance 1
difficulty 7
Object the Death Priest
face ring.117
type 70
value 400
material 256
Cha -3
path_attuned 393280
path_repelled 256
resist_death 100
resist_fear 100
can_see_in_dark 1
Wis 3
Pow 2
grace 3
item_power 20
end
#
# Ring of the Saint
#
Allowed all
difficulty 7
chance 1
Object the Saint
face ring_saint.111
animation ring_saint
client_anim_random 1
anim_speed 5
type 70
material 256
value 400
Cha 3
path_attuned 65665
path_repelled 131072
resist_drain 100
resist_deplete 100
resist_ghosthit 100
Wis 3
Pow 2
grace 3
item_power 25
end
#
# Ring of Miracles
#
Allowed all
difficulty 7
chance 1
Object Miracles
face ring.117
type 70
value 450
Cha 3
path_attuned 67969
path_repelled 131072
path_denied 262144
resist_drain 100
resist_deplete 100
Wis 3
Pow 3
material 256
grace 3
item_power 30
end
#
#
Allowed all
chance 40
Object Acid
face ring_acid.111
animation ring_acid
anim_speed 5
client_anim_random 1
type 70
value 25
resist_acid 30
material 256
resist_physical 20
msg
This elemental ring is one of those made at the Guild of Magicks by the powerful wizards who survived the ancient war of the elementals.
The wielder is surrounded by a thin, almost invisible globe of base liquid; which protects against acid. It also gives a fair protection against normal attacks.
endmsg
item_power 3
end
#
Allowed all
chance 17
Object Free Action
face ring.117
type 70
value 60
resist_slow 100
resist_paralyze 100
resist_confusion 30
resist_fear 30
item_power 11
end
#
Allowed all
chance 13
Object Life
face ring.117
type 70
value 80
resist_drain 100
resist_deplete 100
hp 2
msg
This semi-elemental ring is one of those made at the Guild of Magics by the powerful wizards who survived the ancient war of the elementals.
The wielder is surrounded by a thin, almost invisible, globe of positive energy; which makes the wielder immune from life draining. It also grants an unnatural vitality.
endmsg
item_power 9
end
#
Allowed all
chance 50
Object Halvor
face ring.117
type 70
value 20
Str 1
resist_paralyze 100
item_power 5
end
#
Allowed all
chance 25
Object Yordan
face ring.117
type 70
value 40
wc 2
Dex 2
dam 2
item_power 6
end
#
Allowed all
chance 25
Object Extremity
face ring.117
type 70
value 40
wc 2
Str 4
Dex 4
Con -5
Int -3
Wis -3
Pow -5
damned 1
end
#
Allowed all
chance 20
Object Wizard's Bane
face ring.117
type 70
value 35
msg
The first one was a guild prank gone wrong. An aspiring guildmaster was given one of these from a fellow member, then asked to perform their normal duties in the guild. They found they couldn't cast anything. When they tried to remove it, it was stuck.
The guild soon realized it's potential for interfering with rival guilds, and made many more. Most guild's elites quickly learned to not wear unidentified rings as a result, and the rings fell back into disuse, and were ultimately forgotten.
To this day, no one remembers which guild actually started creating these, or even if the guild that did still exists.
endmsg
# denied: all
path_denied 1048575
path_attuned 0
Pow -5
magic -5
resist_magic -50
damned 1
end
#
Allowed all
chance 33
Object Doom
face ring_doom.111
animation ring_doom
anim_speed 5
client_anim_random 1
type 70
damned 1
Str -5
Con -5
Dex -5
Wis -5
Int -5
Pow -5
Cha -5
value 30
end
#
Allowed all
chance 200
Object Woe
type 70
face ring_woe.111
animation ring_woe
anim_speed 5
client_anim_random 1
cursed 1
Str -1
Con -1
Dex -1
Wis -1
Int -1
Pow -1
Cha -1
luck -1
value 5
end
#
Allowed all
chance 15
Object Occidental Mages
type 70
face ring.117
value 5
msg
The Ancient School of Occidental Mages created that ring during the Empire Wars, charging it with their Chaotic Powers.
endmsg
arch event_apply
title Python
slaying /python/items/ring_occidental_mages.py
end
end
#
# Horns:
#
Allowed horn,shell horn
chance 17
Object Plenty
face horn2.111
type 3
level -20
hp -30
maxhp -30
value 25
other_arch spell_create_food
animation_suffix plenty
end
#
Allowed horn,shell horn
chance 10
Object Fire
type 3
other_arch spell_firebolt
hp -40
maxhp -40
level -10
value 10
animation_suffix fire
end
#
Allowed horn,shell horn
chance 10
Object Frost
type 3
other_arch spell_frostbolt
hp -40
maxhp -40
level -10
value 10
animation_suffix frost
end
#
# Because rod of wonder wasn't enough >:)
Allowed horn,shell horn
chance 1
Object Mysteries
type 3
other_arch spell_wonder
level 5
hp -35
maxhp -35
value 25
animation_suffix mystery
end
#
Allowed horn,shell horn
chance 33
Object Aggravation
type 3
other_arch spell_aggravation
hp -30
maxhp -30
value 3
cursed 1
level -40
animation_suffix aggravation
end
#
Allowed horn,shell horn
chance 20
Object Fools
type 3
other_arch spell_aggravation
hp -50
maxhp -50
value 5
luck -2
Int -2
level -100
damned 1
animation_suffix fools
end
# This is a god-given item -- chance 0
Allowed horn,shell horn
chance 0
Object Sirens
msg
This is a charming little horn.
endmsg
type 3
other_arch spell_siren_call
hp -20
maxhp -20
Cha 2
Int -2
value 30
animation_suffix sirens
end
#
Allowed horn,shell horn
chance 3
Object Eorlingas
type 3
other_arch spell_firebolt
hp -100
maxhp -100
level -40
value 40
Cha 1
animation_suffix eorlingas
end
#
# Cloaks
#
Allowed all
chance 49
Object Woe
type 87
cursed 1
Str -1
Con -1
Dex -1
Wis -1
Int -1
Pow -1
Cha -1
luck -1
value 5
end
#
Allowed all
chance 50
Object Woe
type 87
cursed 1
Str -1
Con -1
Dex -1
Wis -1
Int -1
Pow -1
Cha -1
luck -1
value 5
face cloak_black.111
stand_still 1
end
#
Allowed all
chance 50
Object Woe
type 87
cursed 1
Str -1
Con -1
Dex -1
Wis -1
Int -1
Pow -1
Cha -1
luck -1
value 5
face cloak_red.111
stand_still 1
end
#
Allowed all
chance 50
Object Woe
type 87
cursed 1
Str -1
Con -1
Dex -1
Wis -1
Int -1
Pow -1
Cha -1
luck -1
value 5
face cloak_white.111
stand_still 1
end
#
Allowed all
chance 3
Object Doom
type 87
damned 1
Str -5
Con -5
Dex -5
Wis -5
Int -5
Pow -5
Cha -5
value 30
magic 1
face cloak_lgrey.111
stand_still 1
end
#
Allowed all
chance 3
Object Doom
type 87
damned 1
Str -5
Con -5
Dex -5
Wis -5
Int -5
Pow -5
Cha -5
value 30
magic 1
face cloak_black.111
stand_still 1
end
#
Allowed all
chance 2
Object the Magi
type 87
weight 120
Pow 1
Wis 1
sp 2
value 2000
material 8320
materialname astolare
face cloak_purple.111
stand_still 1
item_power 4
end
#
Allowed all
chance 2
Object Lythander
type 87
weight 120
Pow 2
sp 1
resist_confusion 55
value 2000
material 256
face serp_cloak.111
stand_still 1
item_power 5
end
#
Allowed all
chance 2
Object Gaea
type 87
weight 120
reflect_spell 1
Str -1
hp 2
resist_fire 10
resist_cold 10
resist_electricity 10
value 2000
material 256
face serp_cloak.111
stand_still 1
item_power 3
end
#
Allowed all
chance 50
difficulty 3
Object minor protection
weight 120
type 87
value 20
ac 1
face cloak_lgrey.111
stand_still 1
item_power 1
end
#
Allowed all
chance 10
difficulty 5
Object intermediate protection
weight 125
type 87
value 100
ac 2
face cloak_white.111
stand_still 1
item_power 2
end
#
Allowed all
chance 3
difficulty 7
Object greater protection
type 87
weight 130
value 300
ac 3
material 8320
materialname astolare
face cloak_white.111
stand_still 1
item_power 3
end
#
Allowed all
chance 10
difficulty 3
Object beguilement
type 87
value 100
Cha 2
weight 110
face cloak_lblue.111
stand_still 1
item_power 2
end
#
Allowed all
chance 3
difficulty 3
Object Asbestos
type 87
weight 135
value 400
resist_fire 25
material 8320
materialname asbestos
face cloak_lgrey.111
stand_still 1
item_power 1
end
#
Allowed all
chance 3
difficulty 3
Object Warmth
type 87
weight 140
value 350
resist_cold 25
material 8320
materialname wool
face cloak_red.111
stand_still 1
item_power 1
end
#
Allowed all
chance 3
difficulty 3
Object Insulation
type 87
weight 140
value 350
resist_electricity 25
material 8320
materialname rubber
face cloak_white.111
stand_still 1
item_power 1
end
#
Allowed all
chance 2
difficulty 3
Object Acid Proofing
type 87
value 500
weight 95
resist_acid 65
material 8320
materialname astolare
face cloak_acid_proofing.111
stand_still 1
item_power 3
end
#
Allowed all
chance 3
difficulty 3
Object the Devourers
type 87
value 500
weight 50
resist_drain 30
resist_ghosthit 30
resist_deplete 100
material 8320
materialname astolare
Cha -2
face cloak_black.111
stand_still 1
item_power 4
end
#
Allowed all
chance 1
difficulty 5
Object Gorokh
type 87
value 5000
weight 200
resist_fire 30
resist_acid 50
material 0
Cha -6
face cloak_red.111
stand_still 1
end
#
Allowed all
chance 1
difficulty 7
Object the Underworld
type 87
value 2000
resist_confusion 50
resist_acid 90
resist_drain 100
resist_fire -10
resist_ghosthit 90
resist_deplete 100
weight 150
material 8320
materialname astolare
Cha -4
face cloak_black.111
stand_still 1
item_power 19
end
#
Allowed all
chance 1
difficulty 20
Object Invisibility
type 87
value 800
weight 130
material 8320
materialname astolare
Str -10
Dex -10
Con -10
msg
This cloak sucks vitality from the wearer in order to maintain his invisibility.
endmsg
make_invisible 1
resist_paralyze -100
face cloak_trans.112
stand_still 1
end
#
Allowed all
chance 1
difficulty 50
Object Unholy Protection
type 87
damned 1
weight 50
resist_holyword 50
material 8320
materialname astolare
Wis -2
face cloak_black.111
stand_still 1
item_power 5
end
# These two are used for alchemy, and thus do not randomly spawn
Allowed all
chance 0
difficulty 2
Object white leather
type 87
face cloak_white.111
value 3
end
#
Allowed all
chance 0
difficulty 2
Object black leather
type 87
face cloak_black.111
value 3
end
#
#Artifact boots!
#
Allowed low_boots
chance 1
difficulty 15
Object Invisibility
type 99
value 800
weight 60
material 8200
materialname dragonhide
ac 1
Str -10
Dex -12
Con -10
msg
These shoes prevent others from seeing your movements. Bewarned however that they slow you down and draw strength from you. Not only this but some enemies can still see you with magic!
endmsg
make_invisible 1
face low_boots.111
stand_still 1
end
#
Allowed !sandals
chance 20
difficulty 2
Object granite
type 99
value 60
weight 1000
material 8256
materialname granite
ac 5
msg
What strange boots, they look very protective, but amazingly heavy. There also doesn't appear to be any laces, you wonder how you're ever going to take them off.
endmsg
face high_boots.111
stand_still 1
cursed 1
end
#
Allowed !high_boots
chance 40
difficulty 1
Object mobility
type 99
value 50
weight 80
material 8200
materialname dragonhide
resist_confusion 25
resist_slow 20
resist_paralyze 20
resist_fear 50
exp 2
msg
These sure look like useful boots. They feel a little lighter and appear a bit sleeker.
endmsg
stand_still 1
item_power 4
end
#
Allowed all
chance 40
difficulty 1
Object clawing
type 99
value 50
weight 120
material 8200
materialname dragonhide
dam -2
msg
These boots have sharpened claws at the tips, which look like they would aid greatly in combat.
endmsg
stand_still 1
item_power 1
end
#
Allowed all
chance 40
difficulty 1
Object steel
type 99
value 50
weight 110
material 8194
materialname steel
ac 1
resist_physical 10
msg
The metal exterior provides a little extra resistance.
endmsg
stand_still 1
item_power 2
end
#
#
#Artifact gems!
#
Allowed diamond
chance 60
Object great value
face pretty_crystal.111
stand_still 1
value 10
type 60
weight 110
end
#
# Combined down the definitions that can benefit from face_suffix
Allowed diamond,ruby,sapphire,emerald,amethyst
chance 20
difficulty 3
Object exceptional beauty
face_suffix exceptional
value 100
stand_still 1
type 60
weight 130
end
#
Allowed diamond,ruby,sapphire,emerald,amethyst
chance 5
difficulty 5
Object flawless beauty
face_suffix flawless
value 1000
stand_still 1
type 60
weight 200
end
#
Allowed ruby
chance 60
Object great value
face pretty_ruby.111
stand_still 1
value 10
type 60
weight 110
end
#
Allowed sapphire
chance 60
Object great value
face pretty_sapphire.111
stand_still 1
value 10
type 60
weight 110
end
#
Allowed emerald
chance 60
Object great value
face pretty_emerald.111
stand_still 1
value 10
type 60
weight 110
end
#
Allowed amethyst
chance 60
Object great value
face pretty_amethyst.111
stand_still 1
value 10
type 60
weight 110
end
#
#
#Amulets!
#
Allowed all
chance 127
Object Shielding
face amulet_shielding.111
ac 1
resist_physical 20
type 39
value 20
item_power 2
end
#
Allowed all
chance 127
Object Sustenance
face amulet_sustenance.111
food 15
type 39
value 20
# item power calculation is skewed because of
# the high food value above
item_power 4
end
#
Allowed all
chance 100
difficulty 6
Object Empowerment
face amulet_empowerement.111
material 256
type 39
value 40
sp 2
item_power 2
end
#
Allowed all
chance 255
difficulty 6
Object Sorrow
face amulet_sorrow.111
type 39
value 0
cursed 1
resist_magic -100
end
#
Allowed all
chance 50
difficulty 4
Object Calling Death
face amulet_calling_death.111
type 39
value 0
damned 1
cursed 1
resist_physical -100
resist_magic -100
resist_fire -100
resist_electricity -100
resist_cold -100
resist_confusion -100
resist_acid -100
end
#
Allowed all
chance 10
difficulty 10
Object Aethereality
face amulet_aethereality.111
material 256
type 39
value 3000
resist_physical 50
item_power 3
end
#
Allowed all
chance 10
difficulty 10
Object Power
type 39
face amulet_power.111
material 256
sp 7
value 4000
item_power 5
end
#
Allowed all
chance 75
difficulty 7
Object Deflection
reflect_spell 1
face amulet_deflection.111
reflect_missile 1
material 256
ac 2
resist_physical 30
type 39
value 1000
item_power 5
end
#
Allowed all
chance 50
difficulty 7
Object the Shielded Mind
face amulet_shielded_mind.111
type 39
material 256
resist_confusion 100
resist_paralyze 100
resist_fear 100
value 1000
item_power 14
end
#
Allowed all
chance 40
difficulty 5
Object Free Action
face amulet_free_action.111
type 39
material 256
value 300
resist_slow 100
resist_paralyze 100
resist_confusion 30
resist_fear 30
item_power 8
end
#
Allowed all
chance 5
difficulty 9
Object the Magi
face amulet_magi.111
type 39
material 256
sp 5
Int 2
Pow 2
value 5000
resist_magic 30
reflect_spell 1
item_power 12
end
#
Allowed all
chance 30
difficulty 9
Object Holiness
face amulet_holiness.111
type 39
material 256
Wis 3
grace 3
value 300
path_attuned 385
item_power 6
end
#
Allowed all
chance 60
difficulty 9
Object Unholiness
face amulet_unholiness.111
type 39
value 10
path_repelled 257
path_attuned 192
damned 1
cursed 1
end
#
Allowed all
chance 1
difficulty 9
Object Destruction
face amulet_destruction.111
type 39
value 800
material 256
path_repelled 256
path_attuned 542
path_denied 2048
end
#
Allowed all
chance 100
difficulty 9
Object finding
face amulet.111
type 39
value 800
arch event_apply
title Python
slaying /python/items/finding.py
end
end
#
# Amulet of lifesaving -- specifically spawned in spots in treasurelists.
Allowed all
chance 0
Object lifesaving
face amulet_lif.111
type 39
weight 120
value 34
lifesave 1
item_power 3
end
#
# Containers (the following is hack to get a quiver for bolts also)
# It would be better that it would be possible to define object
# NONE also, and not use the fixed probability.
#
Allowed quiver
chance 100
Object Holding Throwing Weapons
type 122
value 100
race throwing
Str 80
food -15
end
#
Allowed quiver
chance 100
Object Holding Bolts
type 122
value 100
race crossbow bolts
Str 80
face quiver_bolt.111
end
#
Allowed quiver
chance 100
Object Holding Arrows
type 122
value 100
race arrows
Str 80
face quiver_arrow.111
end
#
Allowed !quiver,!cauldron
chance 100
Object Holding
type 122
value 100
Str 50
face_suffix holding
end
#
Allowed bag
chance 10
difficulty 7
Object Great Holding
type 122
value 100
Str 75
end
#
# Arrows/Missiles
#
Allowed all
chance 250
Object inaccuracy
type 13
wc -7
cursed 1
end
#
Allowed all
chance 100
difficulty 5
Object Accuracy
type 13
value 5
wc 7
dam -8
food 50
end
#
Allowed all
chance 100
Object Fire
attacktype 4
type 13
dam -8
value 6
animation_suffix fire
end
#
Allowed all
chance 100
Object Frost
attacktype 16
type 13
dam -8
value 6
animation_suffix frost
end
#
Allowed all
chance 100
difficulty 6
Object Poison
attacktype 1025
type 13
dam -8
value 6
magic 1
animation_suffix poison
end
#
Allowed all
chance 100
Object Lightning
attacktype 8
type 13
dam -8
value 6
animation_suffix lightning
end
#
Allowed all
chance 50
difficulty 6
Object Paralysis
attacktype 4097
type 13
value 8
wc 2
food 80
msg
These missiles have been soaked in some strange liquid which stuns the victim. These missiles also break much more easily than normal ones.
endmsg
animation_suffix paralysis
end
#
Allowed all
chance 20
Object Assassinating Trolls
slaying troll
attacktype 131072
msg
These missiles are inscribed with powerful runes for the bane of trolls. A scratch from one of these arrows could smite one dead.
endmsg
type 13
value 500
wc 7
dam -20
food 100
nrof 10
level 40
end
#
Allowed all
chance 20
difficulty 5
Object Assassinating Dragons
slaying dragon
attacktype 131072
msg
These missiles are inscribed with powerful runes for the bane of dragons. A scratch from one of these arrows could smite one dead.
endmsg
type 13
value 1000
wc 7
dam -20
food 100
nrof 10
resist_fire 100
level 50
animation_suffix assassinating_dragon
end
#
Allowed all
chance 20
difficulty 5
Object Blessedness
slaying undead,demon
msg
These missiles are invested with a great holiness so that even a scratch might banish an undead creature or a demon back to the hell from which it came.
endmsg
attacktype 131072
type 13
value 500
wc 7
dam -20
food 70
nrof 10
level 50
end
#
Allowed arrow,bolt
chance 100
difficulty 5
Object Slay Dragon
type 13
value 5
slaying dragon
dam -12
food 10
animation_suffix slay_dragon
end
#
Allowed arrow,bolt
chance 50
difficulty 8
Object Magic
type 13
value 10
attacktype 2
dam -20
wc 6
msg
These magical arrows are very powerful weapon.
endmsg
food 90
animation_suffix magic
end
#
Allowed bolt
chance 1
difficulty 5
Object Demon Slaying
type 13
value 5
slaying demon
magic 4
dam 12
food 10
msg
This powerful bolt can rip right through any demon it is shot at, but it tends to break very easily.
endmsg
end
#
Allowed bolt
chance 100
difficulty 5
Object silver head
material 8194
materialname silver
type 13
value 5
slaying vampire
attacktype 2
end
#
Allowed bolt
chance 50
difficulty 8
Object Piercing
type 13
value 7
dam -25
wc 6
weight 150
food 10
end
#
Allowed bolt
chance 10
Object Adamantite
type 13
value 10
weight 90
material 8448
materialname adamantium
food 10
end
#
Allowed arrow,bolt
chance 1
Object fire explosion
type 13
value 20
arrow_spell small fireball
arch event_attacks
title Python
slaying python/items/spell_arrow.py
end
end
#
Allowed arrow,bolt
chance 1
Object cold storm
type 13
value 20
arrow_spell small snowstorm
arch event_attacks
title Python
slaying python/items/spell_arrow.py
end
end
#
Allowed arrow,bolt
chance 1
Object noxious fumes
type 13
value 20
arrow_spell poison cloud
arch event_attacks
title Python
slaying python/items/spell_arrow.py
end
end
#
# Bows
#
Allowed all
chance 10
Object Accuracy
type 14
value 5
weight 80
wc 4
item_power 2
end
#
Allowed all
chance 10
Object Valriel
type 14
magic 1
value 15
weight 110
dam 20
end
#
Allowed all
chance 15
Object Gorokh
type 14
magic 2
value 15
attacktype 65
dam 16
item_power 1
end
#
Allowed !crossbow
chance 10
Object Lythander
type 14
magic 1
value 22
weight 75
sp 150
wc 1
item_power 1
end
#
Allowed crossbow
chance 10
Object Ruggilli
type 14
magic 2
value 18
weight 85
sp 110
wc 1
attacktype 4
item_power 2
end
#
Allowed all
chance 12
Object Sorig
type 14
magic 2
value 20
weight 95
sp 125
wc 1
attacktype 8
item_power 2
end
#
Allowed crossbow
chance 5
Object Mostrai
type 14
magic 3
dam 14
sp 75
value 50
attacktype 256
item_power 1
end
#
Allowed all
chance 10
difficulty 5
Object Thunder
type 14
value 10
magic 2
weight 90
dam 15
wc 2
attacktype 6145
item_power 3
end
#
Allowed all
chance 40
Object inaccuracy
type 14
value 5
wc -4
cursed 1
end
# Duality of firing speed buffs
# A good buff for firing rate for crossbows and bows
# Accompanied by a cursed counterpart for slow firing
Allowed all
chance 10
Object Rapid Fire
type 14
value 10
sp 15
end
#
Allowed all
chance 15
Object Lethargy
type 14
value 1
sp -15
cursed 1
end
#
Allowed bow
chance 1
difficulty 5
Object Auriga
type 14
weight 80
msg
This magical bow shoots with such force that the arrows sometimes fly right through the target.
endmsg
value 100
wc 5
dam -25
item_power 4
end
#
Allowed bow
chance 5
Object wizard
type 14
value 5
dam -7
msg
This bow is magically enchanted so that archer's strength doesn't affect damage made by it.
endmsg
no_strength 1
end
#
#
# SKILLS
#
Allowed lockpicks
chance 100
Object quality
type 74
value 5
Dex 1
end
#
Allowed lockpicks
chance 30
Object high quality
type 74
value 10
Dex 3
end
#
# talismans -
#
Allowed talisman
chance 50
Object Fire
type 74
material 256
value 3
path_attuned 2
path_repelled 4
end
#
Allowed talisman
chance 50
Object Frost
type 74
material 256
value 3
path_attuned 4
path_repelled 2
end
#
Allowed talisman
chance 80
Object Missiles
type 74
material 256
value 5
path_attuned 16
end
#
Allowed talisman
chance 40
Object Unified Mind
type 74
material 256
value 7
path_attuned 1056
Int 3
item_power 4
end
#
Allowed talisman
chance 20
difficulty 10
Object Creation
type 74
material 256
value 9
path_attuned 6208
item_power 2
end
#
Allowed talisman
chance 20
difficulty 10
Object Elements
type 74
material 256
value 9
path_attuned 14
item_power 4
end
#
Allowed talisman
chance 3
difficulty 13
Object Wizardry
type 74
material 256
value 25
path_attuned 28286
Pow 1
item_power 5
end
#
# holy symbols
#
Allowed holy_symbol
chance 80
difficulty 5
Object Probity
type 74
material 256
value 5
path_attuned 257
path_repelled 128
path_denied 0
item_power 1
face holy_symbol_probity.111
end
#
Allowed holy_symbol
chance 10
difficulty 5
Object Great Virtue
type 74
material 256
value 25
path_attuned 8640
Wis 2
item_power 4
face holy_symbol_great_virtue.111
end
#
Allowed holy_symbol
chance 10
difficulty 5
Object The Dark Path
type 74
material 256
value 25
path_attuned 393216
path_denied 256
item_power 2
face holy_symbol_dark_path.111
end
#
Allowed holy_symbol
chance 10
difficulty 5
Object Turning
type 74
material 256
value 25
path_attuned 65536
item_power 1
face holy_symbol_turning.111
end
#
Allowed holy_symbol
chance 50
difficulty 5
Object Calling
type 74
material 256
value 5
path_attuned 64
path_repelled 256
face holy_symbol_calling.111
end
#
# DRINK.
#
Allowed water
chance 90
Object the wise
type 54
food 1
value 10
face water_wise.111
end
#
Allowed water
chance 17
difficulty 2
Object pearl
type 54
food 1
value 50
face water_pearl.111
end
#
Allowed water
chance 15
difficulty 3
Object emerald
type 54
food 1
value 58
face water_emerald.111
end
#
Allowed water
chance 13
difficulty 5
Object sapphire
type 54
food 1
value 67
face water_sapphire.111
end
#
Allowed water
chance 8
difficulty 5
Object ruby
type 54
food 1
value 76
face water_ruby.111
end
#
Allowed water
chance 3
difficulty 8
Object diamond
type 54
food 1
value 191
face water_diamond.111
end
#
# FOOD. Types of food which can effect player status
#
# Note: an item is cursed, the effect is generally reversed!
#
Allowed !waybread
chance 200
Object Poison
type 6
food 10
hp -5
cursed 1
end
#
Allowed !waybread
chance 20
Object Hideous Poison
type 6
food 10
hp -25
Str -1
Con -1
Dex -1
Cha -1
cursed 1
end
#
Allowed mushroom_1, mushroom_2, mushroom_3
chance 150
Object Gourmet
type 6
value 2
food 250
end
#
Allowed mushroom_1, mushroom_2, mushroom_3
chance 5
Object Magic
type 6
value 80
sp 100
end
#
# note the cursed status here!, this mushroom drains mana
#
Allowed mushroom_1, mushroom_2, mushroom_3
chance 15
Object Magic
type 6
value 80
cursed 1
sp 100
end
#
Allowed mushroom_1, mushroom_2, mushroom_3
chance 20
Object Healing
type 6
value 40
hp 50
end
#
Allowed food, mushroom_1, mushroom_2
chance 15
Object Stamina
type 6
value 30
Con 1
end
#
Allowed waybread
chance 100
Object Aelingas
type 6
value 10
Str 1
Con 1
end
#
Allowed mushroom_2, mushroom_3
chance 15
Object Strength
type 6
value 30
Str 1
end
#
Allowed mushroom_1, mushroom_3
chance 15
Object Quickness
type 6
value 30
Dex 1
end
#
Allowed mushroom_1
chance 100
Object Heat Resistance
type 6
value 30
resist_fire 30
other_arch protection_fire_effect
end
#
Allowed mushroom_2
chance 100
Object Frost Resistance
type 6
value 30
resist_cold 30
other_arch protection_cold_effect
end
#
Allowed mushroom_1, mushroom_2, mushroom_3
chance 10
Object Bravery
type 6
value 100
resist_fear 30
end
#
Allowed mushroom_3
chance 90
Object Magic Resistance
type 6
value 40
resist_magic 30
end
#
Allowed mushroom_2, mushroom_3
chance 5
Object Life
type 6
value 500
Con 1
resist_drain 30
resist_deplete 30
end