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Armor and Weapons (SPOILERS)


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These lists are generally in order of being able to get the item. Most of them have a minimum attribute to use them:

 

STR strength

DEX dexterity

INT intelligence

 

HER Hostile Effects Resistance - to all non-physical damage

res. resistance

 

ARMORS

armor is the percentage of physical damage blocked

 

Tunics and Robes

wearable by all classes

2% tunic

5% fine tunic

8% chirurgeon's tunic +5% to blessings/curses you cause, +10% to healing

8% spidersilk tunic +1 dexterity, +5% energy res.

 

5% robe

7% student's robe +1  to magical mastery

12% Angevine's robe +8% to magical damage

12% robe of the sorceress +1 intelligence, +2 firebolt, +2 to ward mastery [

 

Leather Armors

wearable by all classes

armor name   STR bonus powers

 

15% leather jerkin

18% studded leather armor

20% drakeskin leather armor    6 +15% fire res

15% jerkin of the wild   6 +25% poison res., +10% chance to evade attacks

20% vest of the shaman   6 shaman only, +1 intelligence,  +2 to spirit claw,+2 to nature mastery

15% quicksilver vest +10% energy res, +6% chance to parry

20% Belda's jerkin +10% less time to recharge, +5% chance to parry, +10% to blessings/

 

Chainmail Armor

wearable by Blademaster, Shadowwalker, and Shaman only

armor name STR bonus powers

 

20% chainmail

22% deadeye chainmail 4 +8% to missile damage

24% fine chainmail 4

30% titansteel chainmail 4

25% ruined steel mesh 4 +20% to blessings/curses you cause

25% resilient mesh 4 +5% HER

25% shyster chainmail 4 +10% cold res., +10% acid res.

25% hammering mail         4 +5% to hit chance, +5% to melee damage

28% shadowwalker's mesh 4 shadowwalker only, +1 dexterity, +2 to blade training, +2 to lightning discipline

 

Breastplate

wearable by Blademaster and Shadowwalker only

 

25% iron breastplate 6

30% steel breastplate 8
26% enduring breastplate 6 +1 endurance
30% breastplate of the tower6 +10% less time to recharge, +5% chance to parry
38% blademaster's bulwark 12 +1 strength, +3 to second wind, +1 to path of the shield
30% resilient guard 8 +15% cold res., +15% curse res.
40% titansteel breastplate 10
38% dreadnought breastplate 12 +2 strength, +10% cold res.
35% breastplate of the anvil12 +5% to melee damage, +5% to hit chance

 

Shields [+5% to parry]

10% wooden shield

13% iron shield

16% steel shield 7

20% titansteel shield 12 +10% curse res.

 

10% buckler of agility +1 dexterity

14% rune-etched buckler             +10% to blessings/curses you cause                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         

12% tainted buckler             +5% to magical damage

16% shield of recovery +20% to healing. +1 endurance

14% sheltering buckler +5% chance to evade attacks, +10% to healing

18% bonecleaver shield 12 +1 strength, +25% to critical hit chance

16% battle-worn shelter +5% to melee damage, +5% HER

18% shock troop shield 15 +1 action points, +20% mind effects res.

18% warrior's shelter 10 blademaster only, +1 strength, +4 to savage blow, +1 to path of the berserker[

 

Caps

armor name INT bonus power

 

2% leather cap

5% etched leather cap +10% chance to evade attacks

4% sage's tiara 7 +5% to magical damage

6% shadow crest         7 +5% to evade attacks, 2% HER

 

6% cap of the deep woods      7 shaman only, +2 to spirit claw, +1 to earthquake, +5% to healing

 

Helms

cannot be worn by Sorceress

armor name STR bonus power

 

5% bronze helmet     2

7% steel helmet 8

7% trueblade crest 6 +5% to hit chance

9% nightblade helm 6 +5% to melee damage

7% helm of the winds 6 +10% curse res.

9% dreadnought helm 12 +20% curse res., +20% energy res., +10% mind effects res.

 

Belts

rmor name STR bonus power

 

2% leather belt

5% bronze girdle

3% onyx studded belt +5% to parry

5% scorched girdle +10% fire res., +5% to critical hit chance

10% titansteel girdle 10 +3% HER, +5% chance to evade

7% deadeye belt 8 +10% to missile damage, +5% less time to recharge

7% belt of battle 8 +5% to melee damage, +5% to curse res.

 

armor name INT bonus power

 

5% silk-woven cord 10 +15% mind effect res. and cold res.

5% spellweaver sash 10 +5% to magical damage, +5% to healing[/

 

Hands

armor name STR bonus power

 

2% leather gloves

4% iron gauntlets

6% steel bracers 6

3% impskin gloves  +3% to magical damage

5% archer's gloves +12% missile damage

5% runeweave gloves +8% to blessings/curse you cause

6% ogrish gauntlets 8 +6% to melee damage

6% bracers of the hawk +5% to hit chance

 

crude skin bracelet +5% melee damage protection

bracelet of truth +10% to healing

truefoot bracelet +1 dexterity

enchanter's rings +8% to magical damage

bracelet of opportunity +5% less time to recharge, +5% chance to riposte

 

Legs

all classes

]armor name bonus power

 

2% pants

4% wool pant +10% cold res.

5% spider silk pants +5% to magical damage

 

only leather type greaves can be used by Sorceress

 

8% leather greaves 4

12% chain greaves          8

12% iron greaves 12

16% steel greaves          12

10% drakeskin greaves +10% energy res.

12% smoky greaves         8 +5% chance to evade attacks, +10% curse res.

14% avenger's greaves 8 +5% HER, +5% melee damage

12% Belda's greaves 8 +15% less time to recharge. +20% curse res.

16% corrupted greaves 14 +1 strength, +5% chance to riposte

10% greaves of the vale +10% less time to recharge, +10% poison res.

16% scorched greaves 12 +15% fire res., +10% to blessings/curses you cause

16%     greaves of the ramparts 14 +10% chance to evade, +15% to healing

 

Cloaks

armor name bonus powers

 

3% heavy cloak

5% fine cloak

6% soft leather cloak +1 dexterity

6% drakeskin mantle +15% fire res.

6% blademaster's mantle +5% to melee damage

6% shadow shroud +5% to evade attacks

6% focusing wrap +5% to magical damage

6% spidersilk cloak +1 dexterity, +5% energy res.

6% shroud of the depths +8% less time to recharge

6% sharpshooter's mantle +10% to missile damage

7% trueshield wrap +5% to evade attacks, +5% HER

 

Footwear

all classes

rmor name bonus powers

 

2% sandals

5% leather boots

5% blessed sandals

5% runesoled shoes +5% to blessings/curses you cause

8% incantor's shoes +5% magical damage, +10% healing

 

cannot be used by Sorceress

armor name STR bonus powers

 

7% chainmail boots 3

10% plate boots 9

10% stomping boots 9 +1% to melee damage

7% lodestone chain boots 5 +1 strength

10% titansteel boots 13 +5% less time to recharge

9% dragonscale-lined boots 5 +5% HER

7% bushstrider boots +25% poison res., +10% to healing

9% shadowwalker's boots 5 shadowwalker only, +1 dexterity, +2 to razordisk training, +1 to flash powder

 

Rings

e]armor name bonus powers

 

2% ruby ring +15% to fire res.

2% mica ring +15% energy res., +10% mind res.

2% opal ring +15% cold res., +20% curse res.

4% shadowstone ring +5% to magical damage, +5% less time to recharge

2% sapphire ring         +25% poison res., +25% acid res.

4% farsighted band +8% to missile damage

8% crusher's band         +1 strength, +3% to melee damage

4% greenspirit band +15% to healing

4% ring of the lovelorn +2 intelligence

5% corrupted circle +6% HER

wizard's loop +8% to magical damage

 

Necklaces

name bonus power

 

tribal fetish +5% to critical hit chance

fetish of the claw clan +10% to critical hit chance

radiant choker +8% HER

charm of power +1 strength

charm of nimbleness +1 dexterity

charm of insight +1 intelligence

charm of endurance +1 endurance

pendant of power +2 strength

pendant of nimbleness +2 dexterity

pendant of insight +2 intelligence

pendant of endurance +2 endurance

necklace o f vitality +8% melee damage protection, +15% to healing[

 

WEAPONS

 

damage is base damage before attribute and skill bonuses

 

MELEE

for Blademasters and Shadowwalkers only

one-handed

name damage STR bonus power

dagger 2-6

steel dagger 4-12

assassin's dirk 5-15   +10% chance to hit

 

[+5% to melee damage]

iron shortsword 4-16 2

steel shortsword 6-24 4

raider's cutlass 8-32 4 +5% chance to riposte

titansteel shortsword 10-40 4

flametooth blade 8-32 4 +10% fire res., +10% chance to hit

lightning shortsword 8-32 4 +5% to magical damage

shadowwalker's blade 14-56 4 shadowwalker only, +2 to searing pot, +2 to earth discipline

 

[+10% to melee damage]

iron broadsword 10-40 6

steel broadsword 12-48 6

emerald saber 14-56 6 +15% poison res. +15% acid res.

titansteel broadsword 20-80 6

truestroke broadsword 14-56 6 +10% chance to hit

scimitar of subtly 16-64 6 +10% less time to recharge

corrupted broadsword 16-64 10 +3 strength, -1 dexterity, -1 intelligence

broadsword of the tower 18-72 10 +10% to evade attacks, +10% curse res.

blademaster's steel 18-72 10 blademaster only, +3 to hamstring, +1 to path of the blade

 

two-handed pole weapons

name damage str bonus power

[+12% to melee damage]

iron spear 6-24

steel spear 9-36 3

seeking lance 11-44 6 +10% to hit chance

titansteel spear 12-48 6

veneth's spear 13-52 12 +1 action points

barbed trident 11-44 6 +5% chance to evade attacks

 

[+15% to melee damage]

shadowwalker's lance 13-52 12 shadowwalker only, +2 to shattering bow, +4 to shadowwalker's focus

 

[+20% to melee damage]

iron glaive 24-66 7

rune-etched glaive 28-82 10 +10% to magical damage

steel halberd 27-78 10

corrupted glaive 28-82 15 +20% curse res., +20% mind effect res.

hero's halberd 30-90 15 +15% chance to hit, +10% to blessings//curses you cause,+5% less time to recharge

jade halberd 30-90 15 +25% poison res., +25% acid res., +10% to blessing./curse you cause

titansteel halberd 32-98 10

 

for Shamans and Sorceresses only

damage - firebolt (fire) for Sorceress and spirit claw (magic) for Shaman

one-handed

one-handed

name damage INT   bonus powers

apprentice rod 7-11

sage's rod 9-17

ivy-entwined rod 17-41 10  +1 strength, +1 dexterity, +5% chance to parry

rod of the elder oak 17-41 10  +20% curse res., +20% mind res

sun's rod 17-41 10 +10% fire res., +8% to magical damage, +5% chance to parry

rod of the deep woods 13-29 10 +20% poison res., +20% acid res.

 

two-handed

+5% to magical damage]

name damage INT bonus powers

mage staff 11-23 4

wizard staff 18-44 4 +10% to blessings/curses you cause

staff of recovery 18-44   4 +10% to healing

summoner's stave 18-44 8 +5% to magical damage, +3 to beast focus

 

black birch staff 19-47 8 +5% to magical damage, +10% less time to recharge

sleetcaller's staff 18-44   8 +20% cold res.

staff of the sorceress 21-53 12 +2 to ice storm, +2 to focus mastery

shaman's stave 21-53 12 shaman only, +5 to nature mastery, +2 to call the winds

 

MISSILE WEAPONS

 

Blademasters and Sorceresses only:

name damage DEX bonus powers

 

short bow 4-16

longbow 6-24 3

black oak bow 6-24     6 +5% melee damage protection

composite bow 8-32     6

sage's bow 10-48    8 +1 intelligence

incantor's bow 10-40    8 +5% to magical damage

hunter's bow 10-40  8 +8% magical damage

wizard's bow 18-72 7 7 STR req., sorceress only, +50% to missile damage

titan's longbow 18-72 10   12 STR req.,+10% energy res.

bow of the tower12-48    10 +10% mind effects res., +10% cold res

 

Shamans only:

ame damage DEX

 

iron javelin 5-20

steel javelin 8-32 4

titansteel javelin 12-48 6

lightning javelin 15-60 8

 

Shadowwalkers only:

name         damage DEX

 

iron razordisk 5-20

steel razordisk 8-32 5

titansteel razordisk 12-48 10

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In game experience.

 

If you aren't able to use the item, red warnings about why you can't equip the item appear in the description box giving class and minimum attribute requirements. Weapon damage in the in game item description changes to show the character's bonuses from attributes and skills if it can use it.

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  • 2 weeks later...

You seem to be missing the Fleetfoot Boots, seemingly wearable by everybody (I didn't check Blademaster), armor +7% and +1 action points.

 

I only remember them because I spent a long while griping about having to choose between the Veneth Spear and Shock Troop Shield and still not being able to get myself to 10 AP for two attacks if I don't move. laugh

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Originally Posted By: Soul of Wit
Formatting fix needed:

[b}Necklaces[/b]


Irony.

I actually am not looking at this until I finish my first playthrough. Likewise, I hated searching through scripts to find quest items that I missed because I didn't get the quest on time. Knowing too much about the game mechanics and all that jazz ruins the first immersion for me.
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  • 1 month later...

Gee... it's embarassing I haven't found these items:

 

ruined steel mesh

shyster chainmail

shock troop shield

lodestone chain boots

lightning javelin

 

... and totally forgot where I found these:

 

 

flametooth blade

hero's halberd

 

Makes me think I should try again.

 

PS: the Emerald Saber is my favourite weapon, comes early in the game and lasts very long, with some enhancement.

 

 

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Originally Posted By: Superba

hero's halberd


Beloch the Scrouge.

Quote:
PS: the Emerald Saber is my favourite weapon, comes early in the game and lasts very long, with some enhancement.


Yeah, I had that one equipped for the longest time. Only the corrupted sword (with its +3 STR) replaced it (and the emerald saber then went to Shima).
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Yes and no. There is still the same system for multipliers, but the multipliers now depend on action and class, rather than item. Thus, melee attacks are always 1-3, staff attacks are 1-2 for shaman and 1-3 for sorceress, and missile attacks are 1-3 for sorceress and 1-4 for everyone else.

 

The multipliers for actions vary, sometimes in odd ways. The sorceress's AoE spells all have 1-3 or 1-4, while the shaman's range from 1-2 all the way up to 1-6.

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Oh -- here's a better answer. The damage range you see onscreen already has the multiplier factored in, as well as your character's main attack power for the weapon. (Damage may GROW at different rates, as you gain levels, depending on the multiplier.)

 

However, what's NOT factored in to that damage range are any +X% damage abilities, including the ones built-in to most melee weapons! So you'll need to pay attention to those and to any damage-increasing skills you have.

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Originally Posted By: Fflewddur Fflam: Drunk on Coffee
Originally Posted By: madrigan
Like the way a stick was the best weapon in Avernum 4?
Are you serious?


All other weapons had damage caps save sticks and fists, which were uncapped. The stick had a slightly better damage die, though, and thus wound up doing the most damage of any single-target attack in the game.
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A4 does not have a damage cap -- you are thinking of one or more of the original Avernum trilogy games (not sure which as I haven't played those much).

 

A4 does have the difference in damage dice -- short swords were 1-2, broadswords were 1-3, and the stick was the only melee weapon with a 1-4. Its base level was very low, but if your melee skills were high enough it could outdamage the best swords.

 

However, halberds were also 1-4 and had much better bonuses, to say nothing of the Heartstriker Bow which I believe was 1-7 in A4. Therefore, the statement that the stick did the most damage of any single-target attack in the game is patently false.

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Originally Posted By: CRISIS on INFINITE SLARTIES
A4 does not have a damage cap -- you are thinking of one or more of the original Avernum trilogy games (not sure which as I haven't played those much).

A4 does have the difference in damage dice -- short swords were 1-2, broadswords were 1-3, and the stick was the only melee weapon with a 1-4. Its base level was very low, but if your melee skills were high enough it could outdamage the best swords.

However, halberds were also 1-4 and had much better bonuses, to say nothing of the Heartstriker Bow which I believe was 1-7 in A4. Therefore, the statement that the stick did the most damage of any single-target attack in the game is patently false.

Yes, that's true, I suppose the Jade Halberd and Heartstriker were the best weapons in A4. Then again the stick was lighter and you could pick one up real cheap. I mentioned it as a strong example of how it was very important to pay attention to multipliers in A4-6.
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  • 2 weeks later...

Beloch, sure, thanks to remind me.

 

I also appreciated the Bucklet of Agility, for it's really lightweighted, when you add a Dexterity improvement Shima (or anybody else) can carry a light shield with +2 Dexterity and 10% protection, it's great.

 

One thing I noticed is that wands are not signaled to be one hand or two and this is unconfortable when you have some of them to scroll in the inventory. After a while I noticed 5 lb wands are one hand and 6 to 8 wands are two hands but at first glance they look all the same, may be a good idea to write it somewhere.

 

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  • 4 weeks later...
  • 11 months later...

Very simple (and maybe stupid question)- what ability should Shaman improve in order to have better attack with Primary weapon - sage's rod? Strength(due to Primary weapon but sage's rod is not a melee weapon) or Dexterity(is it magic missile attack?) or Intelligence(or is it simple magic attack regardless rod is used as primary weapon)?

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