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Note: ** denotes top-tier, non-magical items.

 

Blades

Steel Broadsword (+5% melee damage protection)**

Fine Steel Waveblade (+5% to hit)**

Goblin Cleaver (+1 Lethal Blow)

Gleaming Dagger (Gleaming Blade, weakness curse 2 turns)

Shielding Knife (6% armor, +5% parry)

Vampiric Knife (6% armor, -1 STR, -1 INT, +2 END)

Tribal Warblade (+2 DEX, +2% to evade)

Duelist's Rapier (+8% to critical hit chance, +5% to parry)

Discipline Blade (30% faster fatigue recovery, +2 melee weapons, +3 pole weapons)

Singing Rapier (+2 Quick Action, +1 Blademaster)

Radiant Shortblade (+15% energy res., +3% to melee damage protection)

Assassin's Falchion (+2 Blademaster, +2 Lethal Blow)

Ghostly Blade (6% melee damage protection, +6% HER, slow)

Flaming Sword (+10% fire res, +3% to hit chance, fire damage)

Oozing Sword (+12% acid and poison res., acid attack)

Frozen Blade (+3% to hit, +10% cold res., weakness for 2 turns (50%)

Venomous Blade (+5% to hit, +12% to poison res, +12% to acid res, +3% chance to riposte, acid damage)

Demonslayer (6% armor, 75% extra damage to demons, +12% fire, energy, and cold res.)

 

 

Polearms

Steel Spear (+5% armor)**

Steel Halberd (+10% armor)**

Lava-Fired Spear (+5% fire res., critical hit, +5% magical damage)

Slith Warspear (+10% to critical hit chance, +3% to hit)

Molten Halberd (8% armor, +2 Lethal Blow. +10% fire res.)

Chaotic Halberd (+10% to critical hit chance, +2 DEX 50% chance to ensnare for 2 turns)

Spear of the Fens (+10% acid and curse res., +3% to riposte)

Smite (5% armor, +10% faster fatigue recovery, +5% to critical hit chance)

Slith Bloodspear (+12% to critical hit chance, +4% chance to riposte)

 

 

Bows

Yew Longbow (+10% to critical hit chance) **

Steel Javelin (+50% bonus, immobile for 2 turns) **

Fine Razordisk (razordisk, physical damage near target - 50%) **

First Expedition Bow (+2 Quick Action, +3 Bows, +2% HER)

Sage's Bow (+10% to critical hit chance, +5% magical damage, +5% to blessings/curses you cause)

Farsight Longbow (+5% to hit, +5% to missile damage, +10% faster fatigue recovery)

Ever-Rotting Bow (Dark Rot Missile - acid)

Bow of Storms (50% lightning for 2 turns)

Bow of the Deep Woods (+2 Gymnastics, +5% to healing)

Possessed Bow (Heartstriker Bow, 50% chanced critical damage)

 

 

Shields

Steel Shield (+21% armor, -15% to hit, encumbers mages, +12% to parry) **

Shield of Succor (+12% armor, -10% to hit chance, +8% to parry, +10% to healing)

Drakeskin Shield (+15% armor, - 10% chance to hit, encumbers mages, +8% chance to parry, +15% fire res.)

Treated Carapace (18% armor, -15% to hit, encumbers mages, +10% to parry, +20% poison res.)

Nullity Shield (18% armor, -15% to hit chance, encumbers mages, +10% to parry, +20% to curse res., +15% to mind effect res.)

Assassin's Shield (21% armor, -15% to hit chance, encumbers mages, +12% to parry, +3 % melee damage, +2 Lethal Blow)

Stout Hardwood Shield (12% armor, -10% chance to hit, encumbers mages, +8% parry, +2 Hardiness)

Shadowy Shield (12% armor, -15% to hit chance, encumbers mages, 10% parry, +5% to evade)

Reflecting Shield (15% armor, -10% to hit, encumbers mages, +8% to parry, +5% HER)

Shield of the Deep (25% armor, -15% to hit chance, +15% to parry)

Shadowstep Chitin (21% armor, -15% to hit chance, encumbers mages, +12% parry, +5% to evade, +25% mind effects res.)

 

 

 

Body Armor

Steel Breastplate (+28% armor, +5% to evade, -15% to hit, encumbers mages) **

Blessed Breastplate (+34% armor, +6% to evade, -20% to hit, encumbers mages) **

Thick Wool Tunic (6% armor, +10% cold res.)

Slime-Stained Tunic (6% armor. +10% to blessings/curses you cause)

Mercuric Leather (+10% armor, +2% chance to evade, +1 AP, -1 Strength)

Treated Leather (10% armor, +2% to evade, +3% to HER)

Swampwalker Leather (17% armor, +2% to evade, +10% to poison and acid res.)

Crystal-Woven Chitin (12% armor, +4% to evade, +1 Resistance)

Sniper's Vest (4% armor, +1 DEX, +3 Sniper)

Aranea Silk Vest (6% armor, +5% to Parry, +1% to evade)

Shining Silk Robe (12% armor, +10% energy and fire res., +2% to evade)

Lost Mage's Robe (9% armor, +1 Mage Spells, +1 Spellcraft, +1 Magical Efficiency)

Spectral Robe (10% armor, +5% energy res., +3% to evade, +20% mind effects res.)

Marksman Vest (+16% armor, +3% to evade, -5% to hit, encumbers mages, +10% to missile damage)

Robe of the Magi (18% armor, +6% to magical damage. +8% to blessings/curses you cause, +5% to critical hit chance)

Mercuric Chain (16% armor, +3% to evade, -5% to hit, encumbers mages, +1 action point, -1 STR)

Deadeye Chainmail (20% armor, +3 to evade, -5% to hit chance, encumbers mages, +5% missile damage, +5% faster fatigue recovery)

Fibrous Breastplate (20% armor, +5% chance to evade, -1% to hit chance, encumbers mages, +12% to energy res., +6% HER)

Radiant Plate (40% armor, +6% to evade, -20% to hit chance, encumbers mages)

Runed Plate (34% armor, +6% to evade, +20% mind effects res., +5% to magical damage)

Quickblade Plate (34% armor, +6% to evade, -20% to hit chance, encumbers mages, +5% to riposte, +8% to critical hit chance)

Mercuric Plate (34% armor, +6% to evade, -20% to hit chance, encumbers mages, +1 action point, -1 STR)

Crushing Plate (28% armor, +5% to evade, -15% to hit chance, encumbers mages, +5% to melee damage, +7% to critical hit chance)

Emerald Chestguard (42% armor, +6% to evade, -20% to hit chance, encumbers mages, +25% curse res., +5% to critical hit chance)

 

 

 

Cloaks

Vahnatai Cloak (+5% armor) **

Houndskin Cloak (7% armor)

Drakeskin Cloak (12% armor)

Deadeye Cloak (4% armor, +1 sniper, +1 sharpshooter)

Grounded Cloak (4% armor, +10% energy res.)

Coated Cloak (4% armor, +10% fire res.)

Symbiotic Cloak (5% armor, -1 STR, -1 DEX, +2 INT)

Polar Fur Cloak (4% armor, +10% to cold res.)

Cloak of Blessings (6% armor, +20% to curse res., +10% to blessings/curses you cause)

Ratskin Shawl (7% armor, +5% melee damage protection, +3% to critical hit chance)

Warrior's Cloak (5% armor, +1 melee weapons, +1 pole weapons, +2% to hit chance, +2% melee damage)

Lifebringer Cloak (8% armor, +15% to healing, +2 First Aid, +10% to blessings/curse you cause)

 

 

 

 

Helms & Caps

Steel Helmet (+7% armor, -10% to hit, encumbers mages, +12% to mind effect res.) **

Runed Helm (10% armor, +2 Spellcraft, +6% mind effects res.)

Serpentskin Helmet (7% armor, +12% poison and acid res.)

Foil Helm (4% armor, -5% to hit chance, +20% mind effects res., --1 INT, +1 Luck)

Hellhound Helm (7% armor, +2 to evade, +15% cold res.)

Bandit's Cap (7% armor, -10% to hit chance, +1 Dual Wielding, +2% to evade)

Cap of Farsight (5% armor, +3% to missile damage, +1 Sniper, +1 Sharpshooter)

Dragonskin Cap (9% armor, +1 Resistance, +10% to mind effects res.)

Helm of Klin (9% armor, -10% to hit chance, +12% mind effects res., +1 Hardiness, +3% to Riposte)

Cap of Selfless (5% armor, +8% to healing, +8% to blessings/curses you cause)

 

 

 

Belts & Girdles

Blessed Belt (+6% armor) **

Girdle of Strength (2% armor, +1 strength)

Radiant Belt (8% armor)

Girdle of Nimbleness (2% armor, +1 to dexterity)

Girdle of Insight (2% armor, +1 intelligence)

Stability Girdle (6% armor, -5% to hit chance, +4% to evade)

Sniper's Belt (2% armor, +2 Thrown Weapons)

Girdle of Avoidance (5% armor, +2 DEX)

Girdle of Life (5% armor, +2 END)

Girdle of Endurance (4% armor, +1 endurance)

Granite Girdle (6% armor, -5% to hit chance, encumbers mages, +8% melee damage protection, +20% mind effects res.)

Radiant Belt (8% armor)

Silk-Woven Cord (6% armor, +5% melee damage protection, +2 Spellcraft, +1 Magical Efficiency. +1

First Aid)

Girdle of Genius (5% armor, +2 INT)

 

 

 

Gloves, Gauntlets, & Bracers

Fine Steel Bracers (+10% armor, -10% to hit, encumbers mages, +5% to melee damage protection, +3% to critical hit chance) **

Dragonskin Gloves (8% armor, +2 STR, +2 Quick Action, +5% melee damage)

Drake Hide Gloves (2% armor, +3% magical damage)

Drakeskin Bracers (6% armor, -5% chance to hit, +1% chance to evade, +8% fire res.)

Tinker's Gloves (2% armor, +1 TU)

Momentum Gauntlets (5% armor, -5% to hit chance, encumbers mages, +1 Quick Action, +1 Lethal Blow)

Fine Steel Bracers (10% armor, -10% to hit chance, +2% to evade, +2% HER)

Pyrrhic Gauntlets (6% armor, +5% to evade, +10% to critical hit chance)

Spectral Gloves (5% armor, +10% energy res., +2% to evade

Suede Gloves (3% armor, +10% to blessings/curses you cause, +2 Resistance)

Lodestone Bracers (+10% armor, -10% to hit chance, +2 Dual Wielding, +2% to evade, +20% curse res.)

Caller's Bracers (9% armor, -5% to hit chance, +2 Spellcraft, +5% to critical hit chance)

Seeking Gauntlets (10% armor, +5% to critical hit chance)

Putrefied Gauntlets (9% armor, -1 STR, -1 DEX, +50% acid res., +8% magical damage)

Archer's Protectors (3% armor, +10% to missile damage, +8% to parry)

 

 

 

Greaves & Pants

Steel Greaves (+8% armor, +8% to evade, -10% to hit, encumbers mages) **

Reflective Pants (+2% armor, +10% curse res.)

Radiant Greaves (10% armor, +3% to evade, -10% to hit chance, encumbers mages)

Flesh-Fused Greaves (4% armor, +1% to evade, -5% chance to hit, encumbers mages, +2 STR)

Warrior's Greaves (4% armor, -5% to hit chance, encumbers mages, +10% faster fatigue recovery, +1 Blademaster)

Icedrake Greaves (7% armor, +1% to evade, -5% to hit chance, encumbers mages, +20% cold res.)

Starlight Greaves (4% armor, +1% to evade, -5% to hit chance, encumbers mages? +8% to healing)

Acid-Etched Leggings (6% armor, +2% to evade, -10% to hit chance, encumbers mages, +15% to curse res., +15% to acid res.)

First Expedition Greaves (12% armor, +8% to evade, -10% to hit chance, encumbers mages, +2 DEX, +3 Gymnastics)

 

 

 

Boots & Sandals

Blessed Boots (+8% armor, -5% to hit, encumbers mages) **

Swamp Boots (+4% armor, +10% poison and acid resistance)

Nimble Sandals (+2% armor, +1 dexterity)

Grounded Boots (4% armor, +10% energy resistance)

Clover Boots (4% armor, +3 Luck)

Samaritan Sandals (2% armor, +10% to healing)

First Expedition Boots (8% armor, -5% to hit chance, +3% melee damage, +5% chance to riposte)

Forager's Boots (6% armor, +3 First Aid, +1 Cave Lore)

Gazerskin Sandals (16% armor, -5% chance to hit, +10% HER, +3% to evade, +1 Gymnastics)

Radiant Boots (14% armor, -5% chance to hit)

Spectral Boots (8% armor, -5% to hit chance, encumbers mages, +2% to evade, +10% to curse res.)

Quicksilver Sandals (2% armor, +1 action point, -5% HER)

 

 

 

Rings

Woven Silver Band (+1 Quick Action)

Warmth Ring (2% armor, +15% cold res., +5% melee damage)

Frostcaller Band (2% armor, +15% fire res., +2% to magical damage)

Incantor's Ring (6% armor, +8% magical damage, +15% to blessings/curses you cause)

Static Band (+2% armor, +15% energy res., +5% to blessings/curses you cause)

Woven Gold Band (1% armor, +2 Dual Wielding)

Farsight Band (+6% to missile damage)

Armor Ring (6% armor, +2% to evade attacks)

Magestone Band (1% armor, +5% magical damage)

Bounding Band (10% curse res., +3% to evade, +2 Gymnastics)

Archer's Band (+5% to missile damage)

Lightstep Band (6% armor, +2 Quick Action, +2 Gymnastics)

Eagle Eye Band (6% armor, +5% missile damage, +8% to critical hit chance)

Mica Band (2% armor, +15% to acid, poison, and curse res.)

Rat Tail Band (2% armor, +1 DEX, +2% to hit chance)

Ivory Band (2% armor, +15% mind effects res., +5% missile damage)

Basalt Band (8% armor, -10 to hit chance, +10% faster fatigue recovery, +5% HER, +1 Hardiness)

Mauler's Ring (6% armor, +5% to melee damage, +1 Lethal Blow)

Lightstep Band (6% armor, +2 Quick Action, +2 Gymnastics)

Ten Blessings Band (4% armor, +1% to evade, +10% to blessings/curses you cause, +5% to healing)

Blessed Armor Band (8% armor, +3% to evade, +4% HER)

First Expedition Ring (+2 Luck, +3 First Aid, +2 Cave Lore)

 

 

 

Necklaces

Woven Silver Chain (+2% HER)

Nimble Chain (+1 Gymnastics)

Crystal Symbol (2% armor, +2% magical efficiency)

Tribal Symbol (2% armor, +1 Spellcraft, +1 luck)

Electrum Bauble (+2% armor)

Stability Bauble (+20% to curse res.)

Bladeshield Chain (+1% armor, +3% to riposte)

Jade-Studded Chain (3% armor, +3 Spellcraft)

Woven Gold Chain (1% armor, +3% to evade)

Clarity Talisman (4% armor, +4% to magical damage, +10% to blessings/curse you cause)

Emerald Chain (3% armor, +3 Blademaster)

Temperate Necklace (2% armor, +15% fire and cold res.)

Ruby Necklace (2% armor, +15% fire and energy res.)

Tarnished Chain (3% armor, +3 Resistance)

Runed Jade Necklace (2% armor, +15% poison and acid res.)

Hero's Necklace (6% armor, +1 Melee Weapons, +1 Dual Wielding, +3% to melee damage)

Talisman of Might (+8% to melee damage)

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Yeah, this is great.

 

I'd suggest adding certain top-level "generic" pieces of equipment as well -- for example, Blessed Breastplates and Blessed Belts... which probably are magical, anyway, based on the name. But those items are often competitive with magical items, or better than them for much of the game, so I think they'd be useful to include.

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  • 3 years later...

Super late to the party (I’m only playing the game for the first time now), but I’ve just noticed that the Sniper’s Belt was supposed to also give +2 to Bows, but due to a copy-paste oversight in its definition, it didn’t :

it_stats_to_affect 0 = 6;
it_stats_addition 0 = 2;
it_stats_to_affect 0 = 7; // should be 1 instead of 0
it_stats_addition 0 = 2; // should be 1 instead of 0

 

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  • 4 weeks later...

Another very late post, but the most powerful polearm seems to be missing from this list: the Jade Halberd (8% armor, +10% HER, +10% melee damage reduction, +15% faster fatigue recovery, 60% chance of acid for 3 turns), with high damage to the target and, like all halberds, a chance (50%) to damage nearby targets.

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  • 6 months later...

I'm unclear on how the additions work. Case in point, my Nephil priest had a Mind Effect resistance of 86%, a combination of Intelligence and equipment. The party killed the gazer in the SW of Cotra and gained the Ivory band which gives 15% to Mind Effect resistance. When the priest wields it his MER rises only to 89%. A rise of only 3%. So to what is the 15% the ring is claimed to provide worked out on? because it is obviously not the total. 

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To be clear on the math, you actually multiply by (1 - resist%) for each separate piece of armor/resistance to determine damage received.  So wearing two 40% armors gives you 60% * 60% = 36% damage taken, or 64% armor total.  Multiplying the armor percentages directly will never give you the right answer, except for with 50%, because 1-.5 = .5

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  • 1 year later...

If you complete the Materials for Dharmon quest, by making 7 deliveries to Rippel of the fine crafting materials she asked for (1 fine steel, 1 fine leather, and 1 focusing crystal each time), she rewards you with the Runed Greaves (4% armor, +2% chance to evade, +10% Energy Resistance), plus coins and XP.

It's unlikely anyone on these boards would actually do this, since there are many better uses for these materials, but the greaves should probably still be on the list.

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