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.