Pygmalion Item List

Section 1: Melee and Thrown Weapons

The following categories are applicable to weapons:
Name: The name of the weapon (if fully identified).
Avg Dmg: Average base damage inflicted by the weapon (before adjustments for Strength and armour).
Dmg Var: Standard deviation of the amount of base damage inflicted by a weapon. (Base damage will never be adjusted to less than zero by variation.)
Dmg Type: Form of damage inflicted by the weapon.
Weight: Weight of the weapon in grams.
Value: Value of the weapon in riyals.

Base weapon damage (after variation has been applied) is adjusted for Strength as follows:

Weapon Damage = (Base Damage + ((Base Damage * (Str - 10)) / 40))

In other words, a weapon wielded by a character with 10 Strength will inflict its base damage, and one wielded by a character with 50 Strength will inflict double its base damage. Note that where a weapon inflicts unusual damage types (such as extra fire damage), only the Piercing, Slashing, Bashing and Chopping damage types are adjusted for the wielder's Strength.

Note that the maximum total weight (in grams) of weapons that a character can wield is equal to 100*strength (if wielding one or two weapons in one hand each), or 200*strength (if wielding a single weapon in two hands). Wielding a weapon with a two-handed grip confers no advantages other than being able to use a weapon that the character's Strength would otherwise prevent her from wielding. Non-weapon objects such as shields or lanterns do not count toward the limit (although obviously they cannot be held if wielding a weapon two-handed).

If a character is holding a non-weapon object and would be able to use the object as a weapon within the current weight restriction imposed by her Strength and any other wielded weapon, she will be able to use the item for a bludgeoning attack as described in Section 1.6, although this attack will generally not be particularly effective.

Section 1.1: Small Blades

Note: knives, daggers and sai (but not scimitars and short swords) can be thrown using the Throwing Knives skill. If thrown, they will have a medium range and do the same amount of damage as if they were used in melee (including Strength modifiers). They may be thrown at a rate of two per round.

Name
Avg Dmg
Dmg Var
Dmg Type
Weight
Value
Knife
7
2
Pierce
800
20
Dagger
9
2
Pierce
1000
50
Sai
10
2
Pierce
1200
90
Scimitar
11
3
Slash
1500
100
Short Sword
12
3
Pierce
1700
150

Section 1.2: Light Swords

Name
Avg Dmg
Dmg Var
Dmg Type
Weight
Value
Rapier
10
2
Pierce
1700
100
Sabre
14
3
Slash
2400
200
Estoc
17
4
Pierce
3000
300

Section 1.3: Heavy Swords (1H and 2H)

Note: these may be classified as one-handed or two-handed swords depending on how they are being wielded. Some, however, are too heavy to wield in one hand regardless of Strength.

Name
Avg Dmg
Dmg Var
Dmg Type
Weight
Value
Broadsword
15
3
Slash
3000
200
Longsword
18
4
Slash
3500
320
Bastard Sword
22
5
Slash
5000
500
Greatsword
25
6
Slash
6000
700
Claymore
28
7
Slash
7000
900
Zweihander
32
8
Slash
9000
1200

Section 1.4: 1H Spears


Note: all of these weapons may also be thrown using the Javelins skill. If thrown, they will have a short range and do the same amount of damage as if they were used in melee (including Strength modifiers). They may be thrown at a rate of one per round.

Name
Avg Dmg
Dmg Var
Dmg Type
Weight
Value
Javelin
11
3
Pierce
2000
100
Harpoon
13
3
Pierce
2500
150
Spear
15
4
Pierce
3000
200

Section 1.5: Axes (1H and 2H)

Note: these may be classified as one-handed or two-handed axes depending on how they are being wielded. Some, however, are too heavy to wield in one hand regardless of Strength (at least for normal humans).

Note 2: the Throwing Axe may be effectively thrown using the Irregular Throwing skill.

Name
Avg Dmg
Dmg Var
Dmg Type
Weight
Value
Hatchet
9
2
Chop
1900
40
Hand Axe
11
2
Chop
2300
100
Throwing Axe
13
3
Chop
2700
150
War Axe
15
3
Chop
3300
200
Battle Axe
19
3
Chop
5000
400
Great Axe
23
4
Chop
7000
600
Grand Axe
27
5
Chop
8000
900

Section 1.6: Clubs and Mauls

Note: non-weapon objects wielded as weapons are treated as clubs if wielded in one hand, or mauls if wielded in 2 hands. They inflict Bashing damage equal to their weight in grams divided by 400, rounded up. Damage variability is equal to weight in grams divided by 1500, rounded up. Therefore, a 5000-gram object, the heaviest that can be wielded in one hand by a human-sized creature, would inflict 13 base damage with a variability of 4. A 10000-gram object, the heaviest that can be wielded in two hands, would inflict 25 base damage with a variability of 7.

Note 2: these may be classified as one-handed clubs ("Clubs") or two-handed clubs ("Mauls") depending on how they are being wielded. Some, however, are too heavy to wield in one hand regardless of Strength (at least for normal humans).

Note 3: the Throwing Hammer may be effectively thrown using the Irregular Throwing skill.

Name
Avg Dmg
Dmg Var
Dmg Type
Weight
Value
Club
10
2
Bash
2000
20
Throwing Hammer
12
3
Bash
2400
60
Mace
14
3
Bash
2500
70
Hammer
16
4
Bash
3000
90
Cudgel
18
4
Bash
5000
150
Maul
21
5
Bash
6000
200
Warhammer
25
6
Bash
7000
350

Section 1.7: Flails


Name
Avg Dmg
Dmg Var
Dmg Type
Weight
Value
Whip
9
2
Bash
1500
50
Nunchaku
15
3
Bash
3000
200
Flail
20
4
Bash
4000
300

Section 1.8: Staves

Note: these must always be wielded in two hands, regardless of Strength. Swinging a staff around in one hand like a club just doesn't work very well.

Name
Avg Dmg
Dmg Var
Dmg Type
Weight
Value
Walking Stick
12
2
Bash
2000
20
Quarterstaff
16
3
Bash
3000
50
Metal-Shod Staff
20
4
Bash
4000
100

Section 1.9: Thrusting Polearms

Note: all thrusting polearms have a range of 3 tiles.

Name
Avg Dmg
Dmg Var
Dmg Type
Weight
Value
Pike
20
4
Pierce
6000
250
Trident
23
5
Pierce
7000
400
Lance
28
6
Pierce
8000
750

Section 1.10: Cutting Polearms

Note: all cutting polearms have a range of 2 tiles.

Name
Avg Dmg
Dmg Var
Dmg Type
Weight
Value
Military Pick
21
4
Chop
7000
350
Halberd
25
5
Chop
8000
600
Scythe
30
6
Slash
9000
800

Section 1.11: Dart-Like Missiles

Note: any of the below weapons may be thrown using the Throwing Knives skill. If thrown, they will have a medium range and do damage in the same way as if they were a melee attack (including Strength modifiers). They may be thrown at a rate of two per round (with the exception of the Rope Dart, which may be thrown only once per round, but will be returned to the wielder in the same round as it is thrown). In addition, darts may be fired from a blowgun, arrows may be fired from a bow, and bolts may be fired from a crossbow.

Name
Avg Dmg
Dmg Var
Dmg Type
Weight
Value
Dart
5
1
Pierce
100
10
Arrow
6
2
Pierce
200
15
Bolt
8
2
Pierce
300
25
Rope Dart
8
2
Pierce
1000
70

Section 1.12: Irregular Missiles

Note: any of the below weapons may be thrown using the Irregular Throwing skill. If thrown, they will have a short range and do damage in the same way as if they were a melee attack (including Strength modifiers). They may be thrown at a rate of one per round. In addition, rocks and lead shots may be launched from a sling.

Note 2: any melee weapon not otherwise specified as a missile may also be thrown using the Irregular Throwing skill (provided the thrower has sufficient strength to wield it). If thrown, they will have a very short range and do the same amount of damage as if they were used in melee (including Strength modifiers). They will also have a penalty to accuracy and are likely to be severely damaged by this maltreatment, so throwing Zweihanders is a pretty expensive way to kill someone. They may be thrown at a rate of one per two rounds. (Throwing axes and throwing hammers may be thrown at a rate of one per round, have somewhat longer range and better accuracy, and will be less damaged by throwing.)

Note 3: On a successful hit with a Bolas, the target must make two Dexterity checks. If the target passes both checks, it is unaffected. If it passes one check, it stumbles and is immobilised for 1 round. If it fails both checks, it trips and falls and is immobilised for 3 rounds. The base chance of success for the Dexterity check is a percentage equal to the target's Dexterity, modified if it has more than two legs (a +10% chance of success on each check for every leg after the second). Creatures with no legs at all are immune, as are flying, levitating, amorphous, or incorporeal creatures.

Note 4: On a successful hit with a Net, the target is immobilised until it passes either a Strength check (to break out of the net, destroying it) or a Dexterity check (to throw off the net, leaving it intact). The chance of success for each check is a percentage equal to half the respective stat, and one of each type of check is made each round. If the target is attacked with a slashing or chopping attack while netted, the net will be broken immediately. Amorphous or incorporeal creatures are immune to being netted.

Name
Avg Dmg
Dmg Var
Dmg Types
Weight
Value
Rock
weight/100 (rounded up)
1
Bash
101-500
0
Lead Shot
7
2
Bash
500
10
Bolas
0
0
Special
1000
40
Net
0
0
Special
2000
50

Weapon Modifiers

Not every weapon is an average example of its type; some are crafted with more skill than others, some have accumulated wear and tear over time, and some are enchanted to be exceptionally deadly. A few weapons may bear curses, sometimes as a form of protection to render them useless or worse in the hands of anyone other than their intended wielder, other times through either incompetence or malevolence on the part of their enchanter.

In general, there are two kinds of modifiers which can be applied to weapons. Quality modifiers are prefixed to the name of the weapon (e.g. "Fine Dagger") and are generally not mutually exclusive. Enchantment modifiers are appended to the name of the weapon (e.g. "War Axe of Slaying"), and are mutually exclusive (a weapon may not have more than one enchantment). Obviously, a weapon with an enchantment modifier is considered a magical item.

Note that percentage modifiers to damage and value are cumulative: a Fine Club of Corrosion would inflict 12 bashing damage plus 6 acid damage and have a value of 1530.

Note also that missile ammunition (darts, arrows, bolts, and lead shots) may be enchanted in batches of 10 for the same monetary or material cost as enchanting a single non-missile weapon.

General Modifiers

These modifiers may apply to any weapon (with the exception of rocks, bolas and nets).

Fine Weapon: this weapon is exceptionally well-made, and its base damage is increased by 20% (rounded up). Its base value is also increased by 50%. Mutually exclusive with Crude Weapon.

Crude Weapon: this weapon is poorly-made, and its base damage is decreased by 20% (rounded down). Its base value is halved. Mutually exclusive with Fine Weapon.

Worn Weapon: this weapon has been reduced to less than half its base durability by wear and tear, and its performance is suffering as a result. Its base damage is decreased by 10% (rounded down). Mutually exclusive with Damaged Weapon.

Damaged Weapon: this weapon has been damaged to near breaking point (less than 20% of base durability). Its base damage is decreased by 20% (rounded down). Mutually exclusive with Worn Weapon.

Weapon of Burning: this weapon has been enchanted to produce fire, and inflicts additional fire damage equal to 25% of base damage (rounded up) with variability equal to 10% of base damage (rounded up) per hit. Its base value is increased by 50%+500.

Weapon of Frost: this weapon has been enchanted to produce cold, and inflicts additional cold damage equal to 25% of base damage (rounded up) with variability equal to 10% of base damage (rounded up) per hit. Its base value is increased by 50%+500.

Weapon of Shocking: this weapon has been enchanted to discharge electricity, and inflicts additional electrical damage equal to 25% of base damage (rounded up) with variability equal to 10% of base damage (rounded up) per hit. Its base value is increased by 50%+500.

Weapon of Acid: this weapon has been enchanted to produce acid, and inflicts additional acid damage equal to 25% of base damage (rounded up) with variability equal to 10% of base damage (rounded up) per hit. Its base value is increased by 50%+500.

Weapon of Poisoning: this weapon has been enchanted to produce a contact poison, and imbues its target with a poison inflicting 2 damage per round and lasting 10 rounds per hit. Further hits increase the duration of poisoning. Its base value is increased by 60%+600.

Weapon of Dragonslaying: this weapon's base damage is increased by 50% (rounded up) against dragons. Its base value is increased by 80%+800.

Weapon of Exorcism: this weapon's base damage is increased by 50% (rounded up) against demons. Its base value is increased by 80%+800.

Weapon of Banishment: this weapon's base damage is increased by 50% (rounded up) against undead. Its base value is increased by 80%+800.

Weapon of Hunting: this weapon's base damage is increased by 50% (rounded up) against natural creatures and monsters. Its base value is increased by 80%+800.

Weapon of Demolition: this weapon's base damage is increased by 50% (rounded up) against golems and constructs. Its base value is increased by 80%+800.

Weapon of Murder: this weapon's base damage is increased by 50% (rounded up) against humans and humanoids. Its base value is increased by 80%+800.

Weapon of Disease: this weapon has been enchanted to inflict a disease upon its targets, decreasing all their statistics by 1 per hit. The disease lasts for 24 hours or until cured. The weapon's base value is increased by 90%+900.

Weapon of Incineration: this weapon has been enchanted to produce scorching flames, and inflicts additional fire damage equal to 50% of base damage (rounded up) with variability equal to 20% of base damage (rounded up) per hit. Its base value is increased by 100%+1000.

Weapon of Freezing: this weapon has been enchanted to produce intense cold, and inflicts additional cold damage equal to 50% of base damage (rounded up) with variability equal to 20% of base damage (rounded up) per hit. Its base value is increased by 100%+1000.

Weapon of Lightning: this weapon has been enchanted to discharge stunning jolts of electricity, and inflicts additional electrical damage equal to 50% of base damage (rounded up) with variability equal to 20% of base damage (rounded up) per hit. Its base value is increased by 100%+1000.

Weapon of Corrosion: this weapon has been enchanted to produce searingly powerful acid, and inflicts additional acid damage equal to 50% of base damage (rounded up) with variability equal to 20% of base damage (rounded up) per hit. Its base value is increased by 100%+1000.

Weapon of Venom: this weapon has been enchanted to produce a deadly contact poison, and imbues its target with a poison inflicting 4 damage per round and lasting 10 rounds per hit. Further hits increase the duration of poisoning. Its base value is increased by 120%+1200.

Weapon of Decay: this weapon has been enchanted to inflict a terrible disease upon its targets, decreasing all their statistics by 2 per hit. This disease lasts for 24 hours or until cured. The weapon's base value is increased by 180%+1800.

Type-Specific Modifiers

The following modifiers are specific to individual weapon types.

Modifiers to Small Blades

Streamlined Weapon: This weapon can be thrown greater distances than usual and is less likely to be damaged when thrown. The weapon's base value is increased by 20%. (Applicable to Knives, Daggers and Sai only.)

Weapon of Swiftness: Each time a character attacks with this weapon, she has a 50% chance of getting two attacks with it instead of one. The weapon's base value is increased by 100%+1000.

Weapon of Sharpness: when fighting armoured opponents, this weapon behaves as if the target's armour threshold were only half its actual value (rounded down). The weapon's base value is increased by 120%+1200.

Weapon of Vampirism: on every successful hit against a living target, the wielder is healed by an amount equal to the damage inflicted on the target. The weapon's base value is increased by 150%+1500.

Modifiers to Light Swords

Weapon of Parrying: this weapon increases its wielder's ability to parry melee attacks. The weapon's base value is increased by 50%+500.

Weapon of Sharpness: when fighting armoured opponents, this weapon behaves as if the target's armour threshold were only half its actual value (rounded down). The weapon's base value is increased by 120%+1200.

Weapon of Riposting: whenever the wielder is attacked in melee, she has a 50% chance of receiving a free counterattack with this weapon. The weapon's base value is increased by 150%+1500.

Modifiers to Heavy Swords

Weapon of Sharpness: when fighting armoured opponents, this weapon behaves as if the target's armour threshold were only half its actual value (rounded down). The weapon's base value is increased by 120%+1200.

Modifiers to 1H Spears

Streamlined Weapon: This weapon can be thrown greater distances than usual and is less likely to be damaged when thrown. The weapon's base value is increased by 20%.

Weapon of Penetration: whenever this weapon is thrown and hits its target for at least 1 point of damage, it has a 50% chance to travel through in a straight line to the next target. If it successfully hits that target, there is a further 50% chance that it will travel through to the next target, and so on until the limit of the weapon's range is reached. The weapon's base value is increased by 100%+1000.

Weapon of Sharpness: when fighting armoured opponents, this weapon behaves as if the target's armour threshold were only half its actual value (rounded down). The weapon's base value is increased by 120%+1200.

Weapon of Returning: when thrown, this weapon will always return to the wielder's hand. The weapon's base value is increased by 150%+1500.

Modifiers to Axes

Weapon of Cleaving: when fighting armoured opponents, this weapon behaves as if the target's armour threshold were only half its actual value (rounded down). The weapon's base value is increased by 120%+1200.

Weapon of Severing: on a successful hit, this weapon has a 20% chance to attempt to disable a random limb of the target. The target may make a Bracing check to resist this effect. The weapon's base value is increased by 150%+1500.

Modifiers to Clubs and Mauls

Weapon of Momentum: every successful hit with this weapon has a 25% chance to automatically inflict knockback. The weapon's base value is increased by 50%+500.

Weapon of Stunning: this weapon will stun its opponent twice as effectively as usual. The weapon's base value is increased by 80%+800.

Weapon of Shattering: when fighting armoured opponents, this weapon behaves as if the target's armour threshold were only half its actual value (rounded down). The weapon's base value is increased by 120%+1200.

Modifiers to Flails

Weapon of Grasping: when attacking an armed opponent, every successful hit has a 20% chance to automatically attempt to disarm the target. The weapon's base value is increased by 60%+600.

Weapon of Entanglement: every successful hit with this weapon has a 25% chance to slow its target. The weapon's base value is increased by 100%+1000.

Modifiers to Staves

Weapon of the Sun: increases the effectiveness of Vital Magic cast by the wielder. The weapon's base value is increased by 150%+1500.

Weapon of the Elements: increases the effectiveness of Energetic Magic cast by the wielder. The weapon's base value is increased by 150%+1500.

Weapon of the Earth: increases the effectiveness of Physical Magic cast by the wielder. The weapon's base value is increased by 150%+1500.

Modifiers to Thrusting Polearms

Weapon of Skewering: whenever multiple hostile monsters are arranged in a straight line from the player and within the weapon's range, the weapon has a 50% chance to automatically attack all of them if an attack is made against one. The weapon's base value is increased by 80%+800.

Weapon of Sharpness: when fighting armoured opponents, this weapon behaves as if the target's armour threshold were only half its actual value (rounded down). The weapon's base value is increased by 120%+1200.

Modifiers to Cutting Polearms

Hooked Weapon: when attacking an armed opponent, every successful hit has a 10% chance to automatically attempt to disarm the target. The weapon's base value is increased by 20%.

Weapon of Severing: on a successful hit, this weapon has a 20% chance to attempt to disable a random limb of the target. The target may make a Bracing check to resist this effect. The weapon's base value is increased by 150%+1500.

Section 2: Missile Weapons

The following categories are applicable to missile weapons:
Name:
The name of the weapon (if fully identified).
Multiplier: The number by which the base damage of the weapon's missiles is multiplied.
Range: The effective range of missiles fired by the weapon (short, medium or long).
Rate of Fire: Number of times the weapon can be fired per round. Higher is better.
Weight: Weight of the weapon in grams.
Value: Value of the weapon in riyals.

Unlike melee weapons and thrown weapons, damage from missile weapon attacks is not adjusted for the wielder's Strength. Also, missile weapons, with the exceptions of the Sling and Blowgun, are always considered two-handed; if a character's most recent action was an attack with a two-handed missile weapon, she will receive no bonuses from an equipped shield. (Although one-handed, even the sling and blowgun may not be dual-wielded with another one-handed missile weapon. Aiming two missile weapons at once is a hopeless task.)

Section 2.1: Slings

Name
Multiplier
Range
Rate of Fire
Weight
Value
Slingshot
2
Short
2
300
30
Sling
3
Long
1
500
60
Staff Sling
5
Short
0.5
3000
100

Section 2.2: Bows

Name
Multiplier
Range
Rate of Fire
Weight
Value
Shortbow
3
Medium
1.5
500
100
Longbow
4
Long
1
800
200
Composite Bow
5
Long
1
1000
500

Section 2.3: Crossbows

Name
Multiplier
Range
Rate of Fire
Weight
Value
Hand Crossbow
3
Short
1
3000
400
Crossbow
5
Long
0.5
4000
500
Arbalest
9
Long
0.25
5000
1000

Section 2.4: Blowguns

Name
Multiplier
Range
Rate of Fire
Weight
Value
Blowgun
3
Medium
2
500
50

Missile Weapon Modifiers

All general weapon modifiers are also applicable to missile weapons; a general weapon modifier applied to a missile weapon will be applied to all ammunition fired by that weapon, but will not stack with the effect of the same modifier applied to ammunition. For example, a Sling of Frost firing Lead Shots of Acid will do 25% extra cold damage and 25% extra acid damage, but a Sling of Frost firing Lead Shots of Frost will only do 25% extra cold damage.

In addition, the following modifiers may be applied to specific missile weapon types:

Modifiers to Slings

Weapon of Distance: missiles fired from this weapon will have a greater range than normal. The weapon's base value is increased by 50%+500.

Weapon of Lobbing: missiles fired from this weapon have an uncanny tendency to fly straight through small gaps in barriers, and therefore ignore accuracy penalties for any terrain with less than 100% obstruction. The weapon's base value is increased by 80%+800.

Modifiers to Bows

Weapon of Distance: missiles fired from this weapon will have a greater range than normal. The weapon's base value is increased by 50%+500.

Weapon of Penetration: whenever a missile fired from this weapon hits its target for at least 1 point of damage, it has a 50% chance to travel through in a straight line until it reaches another valid target. If it successfully hits that target, there is a further 50% chance that it will travel through to the next target, and so on until the limit of the weapon's range is reached. The weapon's base value is increased by 100%+1000.

Modifiers to Crossbows

Weapon of Penetration: whenever a missile fired from this weapon hits its target for at least 1 point of damage, it has a 50% chance to travel through in a straight line to the next target. If it successfully hits that target, there is a further 50% chance that it will travel through to the next target, and so on until the limit of the weapon's range is reached. The weapon's base value is increased by 100%+1000.

Weapon of Puncturing: when fighting armoured opponents, missiles fired from this weapon behave as if the target's armour threshold were only half its actual value (rounded down). The weapon's base value is increased by 120%+1200.

Modifiers to Blowguns

Weapon of Puncturing: when fighting armoured opponents, missiles fired from this weapon behave as if the target's armour threshold were only half its actual value (rounded down). The weapon's base value is increased by 120%+1200.

Weapon of the Winds: missiles fired from this weapon can be guided through a curved path of any shape, turning corners or veering around obstacles to reach a target. The weapon's base value is increased by 150%+1500.

Section 3: Armour

The following categories are applicable to items of armour:
Name: The name of the piece of armour (if fully identified).
PierceT: The armour's damage threshold for piercing attacks.
Pierce%: The armour's damage resistance for piercing attacks.
SlashT: The armour's damage threshold for slashing attacks.
Slash%: The armour's damage resistance for slashing attacks.
BashT: The armour's damage threshold for bashing attacks.
Bash%: The armour's damage resistance for bashing attacks.
ChopT: The armour's damage threshold for chopping attacks.
Chop%: The armour's damage resistance for chopping attacks.
Weight: Weight of the armour in grams.
Value: Value of the armour in riyals.

Note: wearing any piece of armour (especially body armour) made of metal carries a heavy penalty to the Sneak skill. Metal armour includes: all body armours except robes and leather armour; all helms except the leather cap; chain or plate gauntlets; and war boots. Shields do not impede sneaking.

Note 2: the maximum total weight (in grams) of all armour worn by a character (excluding shields) must not exceed 1000*Strength. The maximum weight (in grams) of a shield worn by a character must not exceed 200*Strength (or 400*Strength if a single shield is held in both hands).

Section 3.1: Body Armour

Name
PierceT
Pierce%
SlashT
Slash%
BashT
Bash%
ChopT
Chop%
Weight
Value
Tunic
0
3
0
3
0
5
0
3
500
20
Leather Armour
1
5
1
5
1
10
1
5
2500
150
Chain Mail
3
10
4
25
2
15
2
15
15000
400
Scale Armour
5
15
7
30
3
25
4
20
20000
700
Banded Armour
7
20
10
35
4
30
6
25
25000
1000
Plate Armour
9
25
12
40
5
35
7
30
30000
1500

Section 3.2: Helmets

Name
PierceT
Pierce%
SlashT
Slash%
BashT
Bash%
ChopT
Chop%
Weight
Value
Leather Cap
0
1
1
3
1
3
0
1
200
20
Barbut
1
2
2
6
1
5
1
3
2000
100
Armet
2
5
3
10
2
8
1
6
3000
200
Greathelm
3
7
4
12
2
10
2
8
5000
350

Section 3.3: Gauntlets

Note: wearing any gloves other than Silk Gloves or gloves with the Dexterity enchantment will result in a penalty to skills requiring manual dexterity, such as Pick Pockets, Lockpicking, Traps and Craftsmanship. By default, they will be automatically removed while attempting an action which would be penalised by wearing them.

Name
PierceT
Pierce%
SlashT
Slash%
BashT
Bash%
ChopT
Chop%
Weight
Value
Silk Gloves
0
1
0
2
0
1
0
1
50
15
Leather Gloves
0
2
0
3
0
3
0
2
100
20
Chain Gauntlets
1
4
2
5
1
4
1
4
2000
100
Plate Gauntlets
2
5
3
7
1
6
2
5
4000
200

Section 3.4: Cloaks

Name
PierceT
Pierce%
SlashT
Slash%
BashT
Bash%
ChopT
Chop%
Weight
Value
Cotton Cloak
0
1
0
2
0
2
0
1
500
20
Woollen Cloak
0
2
1
3
0
3
0
2
800
40
Leather Cloak
0
3
1
5
1
5
0
4
1000
70

Section 3.5: Boots

Note: in addition to providing general protection, footwear can also protect from various ground-based hazards.

Name
PierceT
Pierce%
SlashT
Slash%
BashT
Bash%
ChopT
Chop%
Weight
Value
Leather Sandals
0
1
0
1
0
1
0
1
100
10
Leather Boots
0
2
1
3
0
3
0
2
300
30
War Boots
1
3
2
5
1
5
1
4
4500
250

Section 3.6: Belts

Note: a small number of items (such as daggers or potions) can be attached to a belt for easy access. The cord belt can hold up to 500 grams in weight, the leather belt can hold up to 2000 grams, and the utility belt can hold up to 5000 grams.

Name
PierceT
Pierce%
SlashT
Slash%
BashT
Bash%
ChopT
Chop%
Weight
Value
Cord Belt
0
1
0
1
0
1
0
1
50
10
Leather Belt
0
1
1
2
0
1
0
1
300
30
Utility Belt
0
1
1
2
0
1
0
1
500
100

Section 3.7: Shields

Note: the protective value of a shield is added to the rest of the character's armour only if a successful Shields check is made.

Name PierceT
SlashT
BashT
ChopT
Weight
Value
Buckler
4
7
4
3
2000
70
Heater
6
9
6
5
4000
150
Kite Shield
7
11
7
6
6000
250
Tower Shield
9
13
9
7
8000
400
Wall Shield
10
15
10
8
10000
500

Armour Modifiers


General Modifiers

These modifiers may apply to any piece of armour.

Fine Armour: this armour is exceptionally well-made, and its damage threshold and resistance against all physical damage types are both increased by 10% of their current values (rounded up, minimum gain +1 and +1%). Note that damage resistance is increased by 10 per cent, not 10 percentage points; an armour with an initial resistance of 20% is raised to 22%, not 30%! Its base value is also increased by 50%. Mutually exclusive with Crude Armour.

Crude Armour: this armour is poorly-made, and its damage threshold and resistance against all physical damage types are decreased by 20% of their current values (rounded down, minimum loss -1 and -1%, cannot reduce any threshold or resistance below 0). Its base value is halved. Mutually exclusive with Fine Armour.

Worn Armour: this weapon has been reduced to less than half its base durability by wear and tear, and its performance is suffering as a result. Its damage threshold and damage resistance against all physical damage types are decreased by 10% (rounded down). Mutually exclusive with Damaged Armour.

Damaged Armour: this weapon has been damaged to near breaking point (less than 20% of base durability). Its damage threshold and damage resistance against all physical damage types are decreased by 20% (rounded down). Mutually exclusive with Worn Armour.

Modifiers to Body Armour (All)

The following modifiers are applicable to all body armours.

Armour of Cooling: +25% Fire resistance. Base value +80%+800.

Armour of Warmth: +25% Cold resistance. Base value +80%+800.

Armour of Insulation: +25% Elec resistance. Base value +80%+800.

Armour of Neutralisation: +25% Acid resistance. Base value +80%+800.

Armour of Resistance: +10% resistance to fire, cold, acid and electricity. Base value +100%+1000.

Armour of Vitality: +5 to Str, End, Dex. Base value +150%+1500.

Modifiers to Body Armour (Cloth/Leather)

The following modifiers are applicable only to clothing or armours made of cloth or leather.

Armour of Stealth: Bonus to stealth skills. Base value +50%+500.

Armour of Symbiosis: +25% resistance to poison and disease, accelerated HP regeneration. Base value +100%+1000.

Modifiers to Body Armour (Metal)

The following modifiers are applicable only to body armours made of metal.

Spiked Armour: This piece of armour is covered in sharp spikes. Any attempt to grapple the wearer carries a hefty penalty, and a failed grapple attempt inflicts 10v2 (base 10, variability 2) points of Piercing damage on the grappler. Base value +10%.

Armour of the Damned: Negates the bonus damage of weapons which harm a specific type of creature (e.g. Exorcism, Murder, Dragonslaying). If worn by an undead or demon, also provides 50% resistance to other attacks and spells that specifically affect undead or demons. If worn by any other creature, provides 25% resistance to Death attacks. In either case, the armour makes a terrible clanking and rattling noise whenever it is being worn, making stealth all but impossible. Base value +80%+800.

Armour of Hardness: Ignores techniques and magical effects which normally negate part or all of a piece of armour's damage threshold (e.g. Weapons of Sharpness). The armour provides its full normal threshold of protection against these attacks, although the protection of any other pieces of armour worn is still bypassed as normal. Base value +100%+1000.

Modifiers to Helms

Helm of Concentration: Spells requiring partial concentration cause ongoing magic strain at a reduced rate. Base value +80%+800.

Helm of Lucidity: +25% resistance against stunning and hostile mental effects such as sleep spells and illusions. Base value +100%+1000.

Helm of Clairvoyance: Allows detection of all intelligent creatures within a limited radius around the wearer. Base value +120%+1200.

Helm of Insight: +5 to Intelligence, Willpower and Alertness. Base value +150%+1500.

Helm of Leadership: +5 to Charisma, Savvy and Wit. Base value +150%+1500.

Modifiers to Cloaks

Cloak of Endurance: +5 to Endurance. Base value +50%+500.

Cloak of Stealth: Provides a bonus to stealth skills. Base value +50%+500.

Cloak of Cooling: +10% Fire resistance. Base value +50%+500.

Cloak of Warmth: +10% Cold resistance. Base value +50%+500.

Cloak of Insulation: +10% Elec resistance. Base value +50%+500.

Cloak of Neutralisation: +10% Acid resistance. Base value +50%+500.

Cloak of Resistance: +5% Fire, Cold, Elec and Acid resistance. Base value +60%+600.

Cloak of Midnight: Surrounds the wearer and all immediately adjacent spaces in a constant shroud of total darkness. The wearer will be much more difficult to detect by sight in dark areas (although the aura of darkness is immediately noticeable in brightly illuminated areas), and attacks against the wearer will be dramatically reduced in accuracy. Note that this item does not give the wearer any special ability to see in total darkness. Base value +100%+1000.

Modifiers to Boots

Boots of Stability: Protects against knockback and hostile teleportation effects. Base value +50%+500.

Boots of Levitation: Provides permanent levitation while worn, protecting against ground-based hazards. Base value +80%+800.

Boots of Kicking: Raises kicking damage by 25% and increases the chance of taking a free kick attack during melee combat. Base value +100%+1000.

Boots of Speed: Increases rate of movement (but not of attacks or other actions). Base value +120%+1200.

Modifiers to Gloves/Gauntlets


Gloves of Strength: +5 to Strength. Base value +50%+500.

Gloves of Dexterity: +5 to Dexterity. Base value +50%+500.

Gloves of Launching: Provides a bonus to accuracy and damage with bows, slings and thrown weapons. Base value +80%+800.

Gloves of Grasping: Provides a bonus to grappling and protection against being disarmed. Base value +80%+800.

Gloves of Brawling: Raises punching damage by 25%. Base value +100%+1000.

Modifiers to Belts

Belt of Capacity: Stores up to twice the normal weight of items for a belt of its type. Base value +50%+500.

Belt of Concealment: Renders all items stored in the belt undetectable by sight or any non-magical search, and retrievable only by the wearer. The items become visible if the belt is unequipped or the wearer dies, and can also be detected by any magical effect capable of detecting invisible objects. Base value +80%+800.

Belt of Reloading: If an item is held in the belt and later removed from it to be thrown, consumed, or otherwise used, the belt will replenish its stock of the item automatically by taking another identical item from the wearer's backpack (if such an item is available). An item removed from the belt and placed in the backpack will not be reloaded. Note: to take advantage of the full rate of fire of a missile weapon capable of firing more than once per round, at least two items of appropriate ammunition must be stored in the belt. Base value +100%+1000.

Modifiers to Shields

Spiked Shield: If used as an improvised club or maul, receives a bonus of +20% (rounded up) to base damage, and inflicts Piercing damage instead of Bludgeoning; still treated as a club for all other purposes. Base value +50%.

Shield of Cooling: +10% Fire resistance. Base value +50%+500.

Shield of Warmth: +10% Cold resistance. Base value +50%+500.

Shield of Insulation: +10% Elec resistance. Base value +50%+500.

Shield of Neutralisation: +10% Acid resistance. Base value +50%+500.

Shield of Resistance: +5% resistance to fire, cold, acid and electricity. Base value +60%+600.

Shield of Bashing: If used as an improvised club or maul, the shield inflicts damage (and provides shield protection) in accordance with its actual weight, but is treated as if it had only 75% of its actual weight for the purposes of Strength limitations on its use as a weapon. For example, a Kite Shield of Bashing (weight 6000 grams) would do 15v4 damage (like a normal kite shield wielded in both hands and used as a maul), but could be wielded in one hand by any character capable of wielding a weapon weighing 4500 grams. Base value +80%+800.

Shield of Deflection: Double normal damage threshold against missile weapon attacks (whether thrown or from a launcher). A successful Shields check is still necessary for the threshold to take effect. Base value +100%+1000.