# List of artifact modifiers # # Note: # 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.) # # immune, protected, vulnerable, path_attuned, path_denied, # path_repelled values are OR'd to existing values. # # 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, # and make_invisible 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 will be used instead. # # hp, maxhp, sp, maxsp, food, level 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 and 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). Negative values # work the same as armour and dam. # # '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 is the additional number of enchantments to count for # this item. This can be negative. Note that this information is # only relevant for equipment that is applied for long periods of time. # I've made a quick pass through this file and put in item_power # values, but these almost certainly need to be refined. # # If the value is not described above, changing it probably is # not supported. # # This file has been changed around in 0.91.1 to allow better # control of probability and creation conditions. # # Allowed is followed with a comma seperated list of items that # that artifact is allowed for. 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 ' field, a 'chance ' 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. # # 'difficulty ' can also be included before the 'Object ' # 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. # # Note that the above mentioned fields (chance, difficulty) must be set # before the Object command - if they are placed between the Object and # End commands, they will have no affect. # # Because of these changes, general artifact types are no longer allowed. # This is for a few reasons: 1) With no type, it would not be possible # to know what lists to put it on. If it put it on all lists # presently existing, then the order of this file would become relevant, # 2) Since chance is now a a field, and different items types have # different total chances, using a generic chance value could have # unexpected results. # # Various notes: # 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. # # running crossfire with -m3 creates a nice list of this # table. Good for debugging if you seem to have problems with # some entry. # # 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. From their, it # might be nice to keep them in chance order, but most aren't in # that right now. # # 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 stand_still 1 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.111 stand_still 1 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 stand_still 1 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 stand_still 1 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 stand_still 1 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 stand_still 1 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 stand_still 1 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 stand_still 1 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 stand_still 1 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 stand_still 1 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 stand_still 1 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 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 item_power 2 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 Gaea 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 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 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 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 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 msg The Ancient School of Occidental Mages created that weapon during the Empire Wars, charging it with their Chaotic Powers. endmsg event_attack_plugin Python event_attack /python/items/weapon_occidental_mages.py 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 # # Daggers (subtype of weapons) # Allowed dagger chance 10 Object Poisoning type 15 value 20 weight 80 attacktype 1025 item_power 1 end # Allowed 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 item_power 1 end # Allowed all chance 1 Object Blindness type 34 is_blind 1 magic 1 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 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 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 # 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 feel 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 chance 10 Object Havok type 100 dam 4 wc 2 resist_physical 8 weight 125 value 175 item_power 2 end # Allowed gloves 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 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 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 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 chance 6 Object Ruggilli type 16 value 55 ac 1 resist_physical 15 resist_fire 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 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 # # Rings # # Ring of Thieves # Allowed all chance 20 Object Thieves value 80 type 70 face ring.117 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.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.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.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.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.117 #color_fg light_blue 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.117 #color_fg red 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.117 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.117 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.117 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.117 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.117 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 2 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.117 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 33 Object Doom face ring.117 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.117 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 event_apply_plugin Python event_apply /python/items/ring_occidental_mages.py end # # Horns: # Allowed all chance 17 Object Plenty face horn2.111 type 35 level -20 hp -30 maxhp -30 value 25 other_arch spell_create_food end # Allowed all chance 10 Object Fire type 35 other_arch spell_firebolt hp -40 maxhp -40 value 10 end # Allowed all chance 10 Object Frost type 35 other_arch spell_frostbolt hp -40 maxhp -40 value 10 end # Allowed all chance 33 Object Aggravation type 35 other_arch spell_aggravation hp -10 maxhp -10 value 3 cursed 1 end # Allowed all chance 20 Object Fools type 35 other_arch spell_aggravation hp -10 maxhp -10 value 5 luck -2 Int -2 damned 1 end # Allowed all chance 5 Object Sirens msg This is a charming little horn. endmsg type 35 other_arch spell_siren_call hp -20 maxhp -20 Cha 2 Int -2 value 30 end # Allowed all chance 3 Object Eorlingas type 35 other_arch spell_firebolt hp -100 maxhp -100 value 40 Cha 1 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_black.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 # #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 speed 2 msg These sure look like useful boots. They feel alittle lighter and appear abit 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 of steel type 99 value 50 weight 110 material 8194 materialname steel ac 1 resist_physical 10 msg The metal exterior provides alittle 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 # Allowed diamond chance 20 difficulty 3 Object exceptional beauty face pretty_crystal.111 value 100 stand_still 1 type 60 weight 130 nrof 4 end # Allowed diamond chance 5 difficulty 5 Object flawless beauty face pretty_crystal.111 value 1000 stand_still 1 type 60 weight 200 nrof 4 end # Allowed ruby chance 60 Object great value face pretty_ruby.111 stand_still 1 value 10 type 60 weight 110 end # Allowed ruby chance 20 difficulty 3 Object exceptional beauty face pretty_ruby.111 value 100 stand_still 1 type 60 weight 130 nrof 4 end # Allowed ruby chance 5 difficulty 5 Object flawless beauty face pretty_ruby.111 value 1000 stand_still 1 type 60 weight 200 nrof 4 end # Allowed sapphire chance 60 Object great value face pretty_sapphire.111 stand_still 1 value 10 type 60 weight 110 end # Allowed sapphire chance 20 difficulty 3 Object exceptional beauty face pretty_sapphire.111 value 100 stand_still 1 type 60 weight 130 nrof 4 end # Allowed sapphire chance 5 difficulty 5 Object flawless beauty face pretty_sapphire.111 value 1000 stand_still 1 type 60 weight 200 nrof 4 end # Allowed emerald chance 60 Object great value face pretty_emerald.111 stand_still 1 value 10 type 60 weight 110 end # Allowed emerald chance 20 difficulty 3 Object exceptional beauty face pretty_emerald.111 value 100 stand_still 1 type 60 weight 130 nrof 4 end # Allowed emerald chance 5 difficulty 5 Object flawless beauty face pretty_emerald.111 value 1000 stand_still 1 type 60 weight 200 nrof 4 end # Allowed amethyst chance 60 Object great value face pretty_amethyst.111 stand_still 1 value 10 type 60 weight 110 end # Allowed amethyst chance 20 difficulty 3 Object exceptional beauty face pretty_amethyst.111 value 100 stand_still 1 type 60 weight 130 nrof 4 end # Allowed amethyst chance 5 difficulty 5 Object flawless beauty face pretty_amethyst.111 value 1000 stand_still 1 type 60 weight 200 nrof 4 end # # #Amulets! # Allowed all chance 127 Object Shielding face amulet_lif.111 resist_physical 20 type 39 value 20 item_power 1 end # Allowed all chance 127 Object Sustenance face amulet_lif.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_lif.111 material 256 type 39 value 40 sp 2 item_power 2 end # Allowed all chance 255 difficulty 6 Object Sorrow face amulet_lif.111 type 39 value 0 cursed 1 resist_magic -100 end # Allowed all chance 50 difficulty 4 Object Calling Death face amulet_lif.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_lif.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_lif.111 material 256 sp 7 value 4000 item_power 5 end # Allowed all chance 75 difficulty 7 Object Deflection reflect_spell 1 face amulet_lif.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_lif.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_lif.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_lif.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_lif.111 type 39 material 256 Wis 3 value 300 path_attuned 385 item_power 3 end # Allowed all chance 60 difficulty 9 Object Unholiness face amulet_lif.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_lif.111 type 39 value 800 material 256 path_repelled 256 path_attuned 542 path_denied 2048 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 Bolts type 122 value 100 race crossbow bolts Str 80 end # Allowed quiver chance 100 Object Holding Arrows type 122 value 100 Str 80 end # Allowed !quiver,!cauldron chance 100 Object Holding type 122 value 100 Str 50 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 end # Allowed all chance 100 Object Frost attacktype 16 type 13 dam -8 value 6 end # Allowed all chance 100 difficulty 6 Object Poison attacktype 1025 type 13 dam -8 value 6 magic 1 end # Allowed all chance 100 Object Lightning attacktype 8 type 13 dam -8 value 6 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 broken much more easily than normal ones. endmsg 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 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 chance 100 difficulty 5 Object Slay Dragon type 13 value 5 slaying dragon dam -12 food 10 end # Allowed arrow 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 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 # # 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 any 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 # 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 Evocation 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 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 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 end # Allowed holy_symbol chance 10 difficulty 5 Object Turning type 74 material 256 value 25 path_attuned 65536 item_power 1 end # Allowed holy_symbol chance 50 difficulty 5 Object Calling type 74 material 256 value 5 path_attuned 64 path_repelled 256 end # # DRINK. # Allowed water chance 90 Object the wise type 54 food 1 value 10 end # Allowed water chance 17 difficulty 2 Object pearl type 54 food 1 value 50 end # Allowed water chance 15 difficulty 3 Object emerald type 54 food 1 value 58 end # Allowed water chance 13 difficulty 5 Object sapphire type 54 food 1 value 67 end # Allowed water chance 8 difficulty 5 Object ruby type 54 food 1 value 76 end # Allowed water chance 3 difficulty 8 Object diamond type 54 food 1 value 191 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 200 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 end # Allowed mushroom_2 chance 100 Object Frost Resistance type 6 value 30 resist_cold 30 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 # # Potions (incl. dusts, balms and figurine sub-types) # # # - attack potions # Allowed potion_generic chance 1 Object firestorm face potion_fire2.111 stand_still 1 type 5 value 1 other_arch spell_small_fireball end # Allowed potion_generic chance 1 Object great firestorm face potion_fire2.111 stand_still 1 type 5 other_arch spell_medium_fireball value 5 end # Allowed potion_generic chance 1 Object black fire face potion_fire2.111 stand_still 1 type 5 other_arch spell_comet value 8 level -30 end # Allowed potion_generic chance 1 Object fiery destruction type 5 face potion_fire2.111 stand_still 1 other_arch spell_meteor_swarm value 15 level -60 end # Allowed potion_generic chance 1 Object sunfire face potion_fire2.111 stand_still 1 type 5 other_arch spell_sunspear value 5 end # Allowed potion_generic chance 1 Object freezing face potion_freeze.111 stand_still 1 type 5 other_arch spell_frostbolt value 1 end # Allowed potion_generic chance 1 Object fire face potion_fire2.111 stand_still 1 type 5 other_arch spell_firebolt value 1 end # Allowed potion_generic chance 1 Object electric shock face potion_shock.111 stand_still 1 type 5 other_arch spell_sm_lightning value 1 end # # -- poison cloud Allowed potion_generic chance 1 Object noxious fumes stand_still 1 type 5 other_arch spell_poison_cloud value 1 end # # -- ball lightning Allowed potion_generic chance 1 Object lasting shock stand_still 1 type 5 other_arch spell_ball_lightning value 15 end # # -- color spray Allowed potion_generic chance 1 Object Rainbow Wave stand_still 1 type 5 other_arch spell_color_spray value 20 end # # - curative potions # Allowed balm_generic chance 1 Object first aid type 5 value 1 other_arch spell_minor_healing end # Allowed potion_generic chance 1 Object cure vision face potion_heal2.111 type 5 other_arch spell_cure_blindness value 2 end # Allowed potion_generic chance 1 Object cure poison face potion_heal2.111 stand_still 1 type 5 other_arch spell_cure_poison value 1 end # Allowed potion_generic chance 1 Object cure madness face potion_heal2.111 stand_still 1 type 5 other_arch spell_cure_confusion value 2 end # Allowed potion_generic chance 1 Object cure disease stand_still 1 type 5 other_arch spell_cure_disease value 3 end # # - protective potions # Allowed balm_generic chance 1 Object aethereality type 5 resist_physical 50 value 3 end # Allowed balm_generic chance 1 Object asbestos type 5 resist_fire 50 value 1 end # Allowed balm_generic chance 1 Object insulation type 5 resist_electricity 50 value 1 end # Allowed balm_generic chance 1 Object warmth type 5 resist_cold 50 value 1 end # Allowed potion_generic chance 1 Object resist confusion stand_still 1 face potion_resist.111 type 5 value 1 resist_confusion 50 end # Allowed potion_generic chance 1 Object resist magic face potion_resist.111 stand_still 1 type 5 resist_magic 50 value 3 end # Allowed potion_generic chance 1 Object resist draining face potion_resist.111 stand_still 1 type 5 value 1 resist_drain 50 end # Allowed potion_generic chance 1 Object resist paralysis face potion_resist.111 stand_still 1 type 5 resist_paralyze 50 value 1 end # Allowed potion_generic chance 1 Object resist poison face potion_resist.111 stand_still 1 type 5 resist_poison 50 value 1 end # Allowed potion_generic chance 1 Object resist slow face potion_resist.111 stand_still 1 type 5 resist_slow 50 value 1 end # Allowed potion_generic chance 1 Object shock resistance type 5 face potion_ishock.111 stand_still 1 resist_electricity 90 value 100 end # Allowed potion_generic chance 1 Object magic resistance face potion_mimm.111 stand_still 1 type 5 resist_magic 90 value 150 end # # - stat potions # Allowed potion_generic chance 1 Object strength face potion_util.111 stand_still 1 type 5 other_arch spell_strength value 1 end # Allowed potion_generic chance 1 Object agility type 5 face potion_util.111 stand_still 1 other_arch spell_dexterity value 1 end # Allowed potion_generic chance 1 Object fortitude type 5 face potion_util.111 stand_still 1 other_arch spell_constitution value 1 end # Allowed balm_generic chance 1 Object beauty type 5 other_arch spell_charisma value 4 end # # - misc. potions and balms # Allowed balm_generic chance 1 Object flying type 5 value 1 other_arch spell_levitate end # Allowed balm_generic chance 1 Object the serpent type 5 value 1 other_arch spell_staff_to_snake end # Allowed balm_generic chance 1 Object invisible to undead type 5 other_arch spell_invisible_to_undead value 1 end # Allowed balm_generic chance 1 Object transparency type 5 other_arch spell_improved_invisibility value 1 end # Allowed balm_generic chance 1 Object return home type 5 value 1 other_arch spell_word_of_recall end # Allowed potion_generic chance 1 Object self knowledge face potion_util.111 type 5 value 1 other_arch spell_perceive_self end # Allowed potion_generic chance 1 Object mystic power face potion_util.111 type 5 other_arch spell_transference value 8 end # Allowed potion_generic chance 1 Object speed face potion_util.111 stand_still 1 type 5 level -80 other_arch spell_haste value 15 end # Allowed potion_generic chance 1 Object recuperation face potion_util.111 stand_still 1 type 5 other_arch spell_regeneration value 2 end # # - figurines- these summon stuff # Allowed figurine_generic chance 1 Object clay type 5 other_arch spell_summon_golem value 1 level -20 end # Allowed figurine_generic chance 1 Object stone type 5 other_arch spell_summon_earth_elemental level -20 value 1 end # Allowed figurine_generic chance 1 Object whirlwind type 5 other_arch spell_summon_air_elemental level -20 value 1 end # Allowed figurine_generic chance 1 Object a great wave type 5 other_arch spell_summon_water_elemental level -20 value 1 end # Allowed figurine_generic chance 1 Object a flame type 5 other_arch spell_summon_fire_elemental value 1 level -20 end # Allowed figurine_generic chance 1 Object a clenched hand type 5 other_arch spell_mystic_fist level -20 value 1 end # # Dusts. # # - 360 deg effect # Allowed dust_generic chance 1 Object stasis type 5 value 1 other_arch spell_paralyze end # Allowed dust_generic chance 1 Object frost type 5 other_arch spell_icestorm value 1 end # Allowed dust_generic chance 1 Object fright type 5 value 1 other_arch spell_fear end # Allowed dust_generic chance 1 Object concussion type 5 other_arch spell_shockwave value 6 end # #Allowed dust_generic #chance 1 #Object Necrocritis #type 5 #other_arch spell_face_of_death #level -20 #value 20 #end # Allowed dust_generic chance 1 Object repelling undead type 5 other_arch spell_turn_undead level -30 value 1 end # Allowed dust_generic chance 1 Object madness type 5 other_arch spell_mass_confusion value 2 end # Allowed dust_generic chance 1 Object ignition type 5 other_arch spell_burning_hands value 2 end # Allowed dust_generic chance 1 Object conflagration type 5 other_arch spell_hellfire value 4 end # Allowed dust_generic chance 1 Object countermagic type 5 other_arch spell_counterspell level -30 value 1 end # Allowed dust_generic chance 1 Object the Dead type 5 other_arch spell_command_undead level -30 value 1 end # # -- mana blast Allowed dust_generic chance 1 Object consuming wrath type 5 other_arch spell_mana_blast value 3 end # # -- medium mana ball Allowed dust_generic chance 1 Object encompassing rage type 5 other_arch spell_medium_manaball value 6 end # # -- medium snowstorm Allowed dust_generic chance 1 Object blizzards type 5 other_arch spell_medium_snowstorm value 4 end # # dusts w/ provide detection # Allowed dust_generic chance 1 Object clairvoyance type 5 other_arch spell_magic_mapping value 2 end # Allowed dust_generic chance 1 Object revealing type 5 other_arch spell_show_invisible level -20 value 8 end # Allowed dust_generic chance 1 Object show enchantment type 5 other_arch spell_detect_magic value 1 end # Allowed dust_generic chance 1 Object night vision type 5 value 1 other_arch spell_dark_vision end # Allowed dust_generic chance 1 Object piercing vision type 5 other_arch spell_xray value 6 end # Allowed dust_generic chance 1 Object clinging glow type 5 other_arch spell_faery_fire value 1 end # Allowed dust_generic chance 1 Object Biren's mist type 5 other_arch spell_summon_fog value 1 end # # misc. dusts # # -- light Allowed dust_generic chance 1 Object brightness type 5 other_arch spell_light level -20 value 1 end # # -- darkness Allowed dust_generic chance 1 Object impenatrability type 5 other_arch spell_darkness level -20 value 1 end #