Hatchling Cockatrice Randomizer Posted February 28, 2011 Share Posted February 28, 2011 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 Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Tracer Bullet Posted March 1, 2011 Share Posted March 1, 2011 This should have a spoiler warning. Quote Link to comment Share on other sites More sharing options...
Ineffable Wingbolt Erebus the Black Posted March 1, 2011 Share Posted March 1, 2011 Are these from in-game experience or from the obj. file? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted March 1, 2011 Author Share Posted March 1, 2011 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. Quote Link to comment Share on other sites More sharing options...
Unflappable Drayk Zummi Posted March 1, 2011 Share Posted March 1, 2011 Wow. Jade Halberd is a staple. Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan jlsgaladriel Posted March 9, 2011 Share Posted March 9, 2011 Meaningful edit: Battle-worn Shelter adds 5% to melee damage protection, not to melee damage itself. Random picky edit: Helm of the Wind (singular.) Thanks, Randomizer, you're awesome. Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd RogueGypsy47 Posted March 10, 2011 Share Posted March 10, 2011 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. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Soul of Wit Posted March 10, 2011 Share Posted March 10, 2011 Great list for finding those class-specific items. Formatting fix needed: [b}Necklaces[/b] Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall A less presumptuous name. Posted March 10, 2011 Share Posted March 10, 2011 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. Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan Kennedy Posted March 17, 2011 Share Posted March 17, 2011 You may want to link this in the "Strategy Central" thread. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Mea Tulpa Posted March 17, 2011 Share Posted March 17, 2011 It is linked there, and has been. Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan Kennedy Posted March 20, 2011 Share Posted March 20, 2011 Cool. Maybe add scarabs and charms to the list? Quote Link to comment Share on other sites More sharing options...
Ineffable Wingbolt Superba Posted April 20, 2011 Share Posted April 20, 2011 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. Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk nikki. Posted April 21, 2011 Share Posted April 21, 2011 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). Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody madrigan Posted April 21, 2011 Share Posted April 21, 2011 Do I need to be concerned with multipliers in Avadon the way I did in Avernum? Like the way a stick was the best weapon in Avernum 4? Or can I just look at the minimum and maximum damage? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Mea Tulpa Posted April 21, 2011 Share Posted April 21, 2011 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. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody madrigan Posted April 21, 2011 Share Posted April 21, 2011 So in summary, does that mean that when I am deciding which weapon to use for a particular character, I do not have to calculate the multiplier? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Mea Tulpa Posted April 21, 2011 Share Posted April 21, 2011 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. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody madrigan Posted April 21, 2011 Share Posted April 21, 2011 Now I get it. Thanks! Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Tracer Bullet Posted April 21, 2011 Share Posted April 21, 2011 Originally Posted By: madrigan Like the way a stick was the best weapon in Avernum 4? Are you serious? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted April 21, 2011 Author Share Posted April 21, 2011 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? Yes, if you improve the right skills and stats. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Dantius Posted April 22, 2011 Share Posted April 22, 2011 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. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Mea Tulpa Posted April 22, 2011 Share Posted April 22, 2011 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. Quote Link to comment Share on other sites More sharing options...
Fledgling Fyora soulkeep Posted April 22, 2011 Share Posted April 22, 2011 lol I are spambot Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody madrigan Posted April 22, 2011 Share Posted April 22, 2011 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. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Mea Tulpa Posted April 22, 2011 Share Posted April 22, 2011 *nod* I was responding in particular to Dantius's more particular assertion in the post right above mine ("The stick... wound up doing the most damage of any single-target attack in the game"). Quote Link to comment Share on other sites More sharing options...
Unflappable Drayk Ceiling Durkheim Posted April 22, 2011 Share Posted April 22, 2011 The stick is also nice in that one can equip a shield with it, unlike the Jade Halberd. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody madrigan Posted April 22, 2011 Share Posted April 22, 2011 Originally Posted By: FnordCola The stick is also nice in that one can equip a shield with it, unlike the Jade Halberd. It's too bad Jeff didn't throw the Radiant Leaf or something into that game so you could attack with the stick while defending with the leaf. "Tha trees be attackin'!" Quote Link to comment Share on other sites More sharing options...
Unflappable Drayk Ceiling Durkheim Posted April 22, 2011 Share Posted April 22, 2011 I think you're barking up the wrong tree there. Quote Link to comment Share on other sites More sharing options...
Ineffable Wingbolt Superba Posted May 3, 2011 Share Posted May 3, 2011 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. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted May 3, 2011 Author Share Posted May 3, 2011 Wands are marked as one handed and staves are two handed. I never encountered a wand that needs two hands and I equipped them all. Quote Link to comment Share on other sites More sharing options...
Ineffable Wingbolt Superba Posted May 3, 2011 Share Posted May 3, 2011 Understood. My fault I didn't know the difference of meaning between "wand" and "stave", but I guess some other non English mothertongue players don't, so perhaps it still may be a good idea to write somewhere "one hand" and "two hands"? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted May 3, 2011 Author Share Posted May 3, 2011 I split the rods and staves into two separate boxes with one handed and two handed marked outside them. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted May 30, 2011 Share Posted May 30, 2011 One thing you missed: unlike all other rods, the Sun's Rod has an innate +8% to magical damage, which makes it even better than it already would be. Quote Link to comment Share on other sites More sharing options...
Fledgling Fyora Wareazandreee07 Posted May 7, 2012 Share Posted May 7, 2012 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)? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted May 7, 2012 Share Posted May 7, 2012 It's a magical attack, and thus based on Intelligence. The sorceress's firebolt attack with a rod or staff works the same way. Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk Hyperion703 Posted September 8 Share Posted September 8 (edited) How did this go almost fifteen years with nobody noticing that Titansteel-Woven Pants were omitted? (Yes, I'm going back and replaying this lovely series...) Edited September 8 by Hyperion703 Quote Link to comment Share on other sites More sharing options...
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